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  1. I changed blinking frequency to 0.015 now but I can't see a difference. I have another question though: is it possible to have the new tools or skills listed on the inventory page right after Unarmed? I have no idea how sorting is determined there and while changing their category to "weapons" works, it also creates duplicate entries on the inventory page...
  2. If you want to keep the Whistle in "Tools" an alternative can be this: You just change the icon and the sounds and voilà, new exclusive mod
  3. Merry's Magnificent Mapping Co. Delivers Again! Chase Mercantile Screenshots Title: Chase Mercantile Theme: Bank Release: 2015/02/04 Mapper: Airship Ballet Special thanks: Nobiax for the custom loot models and textures, Melan for his textures and Xarg, Kyyrma, Oldjim, Phi, Melan, Cookie and Bikerdude for beta testing the map for me! Vault and courtyard ambiences made by me using this and this respectively. Build Time: 1 month and 13 days. Well, here it is! We're about 2/5 through the campaign provided I don't decide to extend it. While going back to change things with La Banque I was really enthused to see how much better I am at mapping already, so hopefully you will be too! This is the same deal as La Banque but bigger and better. It's physically about twice the size and a fair bit more complex with regards to objectives and the like. As a result, you get a ton of notes if you buy a lot of things! Having the notes in your inventory is integral to the system itself working, so hopefully you won't mind reading then discarding a bunch of pieces of paper. I've got plans for a somewhat cooler way to introduce the notes to the player, but you're stuck without for now. This is, of course, bundled with La Banque so all that gold means something now! It'll be on the mission downloader as Chase Mercantile so delete La Banque from your FMs folder because it's obsolete. I tweaked the former mission somewhat, spawning some new guards on expert and implementing a 500G/1000G KO/Kill penalty to your loot total across all difficulties. I also wrote a new briefing that hopefully doesn't show how bad I am at English anymore. It was only ever intended as a tutorial, however, so don't expect crazy difficulty there. There's tons of loot to be had, but even more if you're sneakier about it! The same goes for Chase, albeit far moreso: expert difficulty has pretty much 100% guard coverage, so good luck with that. Erm, what else... oh! I recorded the building process, so if you're curious or just fancy zoning out to some timelapses, you can see the map's construction from start to almost-finished here, although hold off until you're done to avoid spoilers. Note - Noclipping around like a mook will skip triggers that change things based on what you bought. It will completely negate the system in some cases and often brick your playthrough. Don't do it unless you've no desire to be able to finish! - As the note you start with says, you can bag up the loose loot in the vault into bags. Dropping these out of the starting window in the basement or at the alternate loot drop (if you buy it) will net you 3000 per bag, which translates directly into 3 gold for the next mission's asset shop. - Knocking people out will cost you 500 gold on Expert, and killing them will dock you 1000 on Medium and Expert. - Optional objectives will pay you gold immediately on completion. - It is impossible to acquire all of the loot in the map: there are variants of some that get swapped around depending on what you buy. Don't sweat it: there's tons anyway! Cheats Come to the thread because you can't find something? Look no further you casual! Obviously don't expand spoilers if you don't want spoilers. Where are the vault keys? How do I get into Chase's vault? How do I turn off the steam? What about the electrified gate? ...and the gas? Where is the sword? Where is the necklace? Where are the client records? Where are the financial records? Where's Turk Malloy? Look, you made a system I despise. The least you can do is tell me what to buy. Download links The Campaign Available on the in-game mission downloader as "Quinn Co." The Single Mission chase.pk4
  4. For the FM? For beta 1 it's here: https://drive.proton.me/urls/H1QBB04GA0#oBZTb1CmVFQb I've already done around 100 fixes though, so you might want to wait for beta 2 which should be ready in a couple of days hopefully. All links are in the first post of the beta thread here: https://forums.thedarkmod.com/index.php?/topic/22439-the-lieutenant-3-foreign-affairs-beta-testing/
  5. The new version of DR is crashing on startup, and an older version (2.8), the one I'm trying to update, still opens fine. Do you know of any reason why the new version of DR would crash over older versions and a fix that I might try? Also, I set the initial configuration "mission" slot to a possibly bunk folder, and I wonder if that's contributing to the crash. So I wanted to know how to either reset the initial config window, or anyway where the config file is so I can either delete it or edit it directly. Edit: Okay, I found the config file in ...\AppData\Roaming\DarkRadiant. I deleted it, I redid the initial config & left off the mission info, and it did reset. But that didn't stop the crash on start up. So it must be for some other reason. This laptop uses an Intel graphics card (not a specialized one), so that might be related to the crash too. Anyway if you know how I can stop the crash, let me know, otherwise I'll use the older version. This is a convenient little laptop to build on, even without a graphics card.
  6. I think this is a slippery slope fallacy. Just because the ability to customize exists does not mean most mappers will use it. On the contrary, if one considers the customization that are already available, we see that the overwhelming majority of mappers stick to the defaults. The exceptions are interesting also. Kingsal's the only mapper that readily comes to mind who habitually deviates from presets seemingly just for the sake of being different. However everything they make is clearly in service of cohesive visions. Hazard Pay, no matter how you feel about it, unarguably loses a great deal of its survival horror character if you take away the napalm arrows or the punishing save system. The Voltas don't need to use Thief style elemental crystals in place of TDMs arrow model, but the fact that they are there makes a definite statement about the author's awareness of their inspiration for their work in TDM from the original games, which in turn draws attention to other, subtler creative choices. I think it's also telling that some of kingsal's modifications have been adopted by other authors. As OrbWeaver said, "If the defaults are widely disliked, they should be changed." However, how can the community come to a consensus unless there are maps to showcase the advantages of new innovations? Requesting, or worse requiring, players to go in and manually change settings in order to experience a new mechanic is never going to gain any traction. Certainly it is not worth the effort of creating an entire map built around a new paradigm.
  7. 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.
  8. +++ Announcing the Heart of Lone Salvation +++ Enjoy your extended weekend with this monster easter egg! Heart is a full-size Dark Mod FM, the third in the Thief's Den series in which you play Farrell. Story: Not heard from Sam since I turned down the Edridge job as too risky. Now I'm low on funds and have no choice. A gem called the Heart of Lone Salvation which they say brings good luck - but only once. Sounds foolish but who cares? Worth a fortune on the thieves' market if I can get inside Edridge Hall - and Lord Edridge is very wealthy. Sam knew him from the old days as a common lifter who made good when he found the Heart. It's a beautiful night - dank, cold; fog's rolling in; maybe Edridge's luck is about to run out. Must read: The Heart must NOT be destroyed until you have finished all your other objectives. If you have then sorry, it may be that you will have to noclip to finish the mission. Nobody, including myself, ever did it that way before. I'll have to find a solution and do an update in the future. SIZE: ALLOW 5 TO 6 HOURS PLAY FIRST TIME AROUNDPERFORMANCE: Players with low end machines should play this with low settings on Hard-LoPC [difficulty level] with fewer guards. You won't miss anything. I've played it on a 2GB machine with an old Geforce FX5900 card. Lag in some areas but tolerable.SECRETS: There are many 'secrets' in this FM. If you don't like secrets, [then to] turn off 'Found Secret' messages, create/add to autoexec.cfg in doom3/base a line:seta mvr_show_secrets 0In-Game FOG: Game characters may see through fog better than you. Take extra care.Player tools Slow Match: You have a slow match (smouldering splint) and a spare [match] important to this mission so don't lose them. Practice on any candle or torch that is not lit or just as a convenient light in a dark area. Ghosters can use it to relight extinguished flames. Use the drop control to put the match in your hands and move the match so the glowing end is close to the wick, etc. Press the 'Use' control to put the match back in your inventory bag.BODIES: You need space to shoulder a body as well as drop one so you may need to drag into an open area before trying to shoulder again with the 'use' control.NEW OBJECTIVES: New objectives go to the top of the list to make them easier to find. Sometimes more than one at once.BRIEFING: Do not use Esc during the briefing or the cursor becomes invisible. (You can still select blind though looking for highlights.) You can skip the briefing with the left mouse button. If you miss anything you can use the back button to show it again.Info: This mission was optimized and updated to version 2 by Bikerdude, a klot of bugs were quashed and performance improved through out the mission.
  9. I have familiarized myself with DaVinci Resolve. After a short training period, I'm already getting on relatively well. If push comes to shove, I'll use it to create the briefings myself. If I wanted to buy such an editor, I would use Movavi (stumbled over it when looking for Openshot alternatives). I tried the trial version and I got to grips with it straight away. I've never seen anything more intuitive, but that's subjective, of course. Unfortunately, you can only render videos with watermarks with the trial version. https://www.movavi.com/video-editor-plus/
  10. 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.
  11. 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
  12. A new "trick" to cover up a security camera using moss arrow and broadhead arrow : This is a huge leap forward from previous old tricks : - using rope arrow and pickable book bug: - the other random bug: But carrying all of these things throughout the mission will weigh down your time....
  13. One of the problems with the old #str_number system, that would not be automatically solved in the new #str_phrase system, is lack of versioning/history. For example, suppose in the FM I provide a new string: #str_Mother! which (by magic TBD, ideally in DR) generates this placeholder in all the .lang files: "#str_Mother!" "Mother!" The translator in the fr.lang file later does this: "#str_Mother!" "Mere!" Still later, the FM author revises the string in DR: "str_Mother!!!" In a naive implementation, this breaks the link to the existing translation(s), which becomes orphan in all the .langs, and creates a new entry: "#str_Mother!!!" "Mother!!!" OK, how could we do better? Case 1 (as above): the FM author knows the change is trivial, and so (at revision time in DR) might ask the translations to be retained but marked for review. So maybe the fr.lang files gets: // WAS UNTIL 2025-01-01: "#str_Mother!" "Mere!" "#str_Mother!!!" "Mere!" // Needs minor review with removal of the orphans (after they become comments and moved to before their replacements) Case 2, where the revision is not trivial: the FM author (at revision time in DR) might ask the translations to be replaced by english but marked for review, e.g.: #str_Mother of Pearl! causes the fr.lang files to have (with orphan removal as case 1): // WAS UNTIL 2025-01-01: "#str_Mother!" "Mere!" "#str_Mother of Pearl!" "Mother of Pearl!" // NEEDS REDO Then the translator could eventually fix it: // WAS UNTIL 2025-01-01: "#str_Mother!" "Mere!" "#str_Mother of Pearl!" "Nacre!" // Done 2025-03-14 by Henri
  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. 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
  16. DarkRadiant 3.9.0 is ready for download. What's new: Feature: Add "Show definition" button for the "inherit" spawnarg Improvement: Preserve patch tesselation fixed subdivisions when creating caps Improvement: Add Filters for Location Entities and Player Start Improvement: Support saving entity key/value pairs containing double quotes Improvement: Allow a way to easily see all properties of attached entities Fixed: "Show definition" doesn't work for inherited properties Fixed: Incorrect mouse movement in 3D / 2D views on Plasma Wayland Fixed: Objective Description flumoxed by double-quotes Fixed: Spinboxes in Background Image panel don't work correctly Fixed: Skins defined on modelDefs are ignored Fixed: Crash on activating lighting mode in the Model Chooser Fixed: Can't undo deletion of atdm_conversation_info entity via conversation editor Fixed: 2D views revert to original ortho layout each time running DR. Fixed: WX assertion failure when docking windows on top of the Properties panel on Linux Fixed: Empty rotation when cloning an entity using editor_rotatable and an angle key Fixed: Three-way merge produces duplicate primitives when a func_static is moved Fixed: Renderer crash during three-way map merge Internal: Replace libxml2 with pugixml Internal: Update wxWidgets to 3.2.4 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.9.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep creating Fan Missions! 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. Keep on mapping!
  17. Stone 24pt Font Upgrade, May 9 2024 Interim Release This first release just clears away some of the low-hanging fruit, while buffing the new datBounds program. In summary - stray mark next to W removed poor spacing of J and AE improved 6 characters got accents added. The download is made up of: .dat and 2 .dds files, for distribution/game inclusion .ref [with changes annotated] and .xcf [master source GIMP project, including datBounds layers] 2024 May 9 Stone 24 Interim font update.zip The changes were also doubled-checked using the testSubtitlesANSI FM. As this work continues, with an interim release approximately monthly, characters to be fixed will be chosen seemingly "at random", but actually due to layout considerations... you don't want to know. They'll all be done eventually. Details of Improvements:
  18. Release of datBounds v 1.0 My new tool to visualize the font metrics in a .dat file is now available. For more, see https://wiki.thedarkmod.com/index.php?title=DatBounds I've been using this and testing it as I begin the long process of extending the Stone 24pt character set.
  19. The new behavior is available in the latest dev17026-10712. If you set cvar s_overrideParmsMode to 1, then you get the new behavior. The old behavior is under value 0, which is default yet. Also there is "debug mode" if you set value to 2. In this case the new behavior is used, but console warnings are posted when a sound being started shows difference in behavior (i.e. the engine computes both behaviors and complains if they are different). Right now you'll see regular warnings about various AI sounds: they have wrong effective volume in TDM 2.12 and before due to this issue. As for modifying the missions, I think the main blocker is the new DarkRadiant behavior. @greebo @OrbWeaver, could you please comment why DR automatically sets s_minDistance and s_maxDistance spawnargs since recently?
  20. If you find the new Beatles song "Now and Then", which was created with the help of AI, totally boring, then you should better play the mission of the same name by our esteemed mission maker friend joebarnin, because the latter is actually a creative milestone!

    1. Show previous comments  1 more
    2. JackFarmer

      JackFarmer

      @datiswous You are right, no doubt about that! 😆

    3. chakkman

      chakkman

      Whoever had the Schnapsidee to let A.I. write music should be crucified anyway. ;)

    4. Arcturus

      Arcturus

      The song was not written by AI. They simply separated piano and vocal in the Lennon's 1970s demo recording. The song is from the same demo tape as the two songs released in 1995.

      They already used the same "AI" tool in the "Get back" documentary to isolate conversations.

      Here's the original recording:

      And here's a comparison of the two versions:

      "Revolver" album was also remastered this way last year. Most Beatles records were made on a 4 track and thanks to machine learning instruments can be separated and remixed.

       

  21. I'm working in DarkRadiant on a new map, and I'm having something odd I've never experienced before. There's a fire in a stove model on the second floor of a building... walls, floor, ceiling, etc are all worldspawn brushes with appropriate textures, neither player nor AI have any trouble traversing the entire place, so I think it's assembled as it should be. However, if I douse the stove on the second floor with a water arrow, the water splash somehow drips through the floor brush and douses a torch in the same rough area down on the first floor. I tested it on various positions in the building, and it seems to happen everywhere, not just on that one light. Water arrows that impact on the second floor fall through the floor, and if a light is presence in the fall area it's extinguished. Is this expected behaviour? I would have through a solid brush would stop water from traveling any further once released.
  22. This is a Skyrim-style door which opens just a bit into a black_matt "void" before teleporting the player to a different area of the map, which may represent the other side of the door. This is used for connecting physically separated map areas with each other, such as when there's an exterior/interior split of a building or ship to allow for more mapping freedom. It's based off the func_mover, so it's only distantly related to normal doors and works slightly differently. Usage is to specify rotate/translate/move_time/accelTime/decelTime/snd_open/snd_close, target an info_player_teleport entity and optionally the corresponding door on the other side. It'll trigger all other targets and automatically detect up to 2 door handles. Currently no support for locking or AI pathing. At the end of the video you see something to be careful of: don't put bright lights on the other side of the door where the player can get seen. Also noticed the audio is a little bit delayed in this video. teledoor.pk4 The download comes with a prefab and entity def with tooltips for new spawnargs. Drop or extract the .pk4 in your FM folder and you will find a new entity atdm:teledoor in the folder movers/doors. Remember to update your tdm_custom_scripts.script if you've already modified yours. This is the scriptobject: And entity def:
  23. To my surprise, i have a new update on the project! Its a big update with many new contents! Please take a look, its a glorious new update. p.s I am still working on stableizing the AI, it has alot of issues currently https://filly-the-owl.itch.io/project-thf-alpha
  24. TDM Modpack v4.0 This new version of the Modpack is intended to be a long-term release. The Modpack is mature and stable enough to stay for some time how it is today, right where I want it to be: the foundation on which you build your favorite set of Mods for The Dark Mod. Good care was put to make sure the mods included in the Modpack stay true to TDM and neither the missions nor the gameplay are altered in any relevant way. Yes, we have more tools and skills at our disposal but it is up to you, the player, to make use of them or not. Play The Dark Mod your way. Compatible with 2.12 ONLY If you have previous versions of the Modpack I suggest you start fresh: disable and delete old mods. Use the mods included in version 4.0 from now on. TDM 2.12 introduces a great new feature and we can now have different mods from different sources running in parallel. Thanks @MirceaKitsune for pushing! Thanks @Dragofer for opening this door! What's more for 2.12 internal resources for mods have doubled and we can now load more mods than ever before and we are grateful for this! Thank you, @stgatilov! What's new in version 4.0? Starting with this release I am getting rid of the individual versioning and all mods are now at the same version (4.0 in this case). "TDM Modpack" is now the name of the project and the previous main "pack" has been split into two standalone mods: "Core Essentials" and the "Skill Upgrade". (The Skills are further split into their own packages and if you don't want a particular skill just look for the relevant pk4 and remove it). SHOULDERING BOOST - Decommissioned In TDM 2.12 we can now mantle while carrying bodies and the "Shouldering Boost" mod is no longer relevant and it has been decommissioned. In this new release of TDM we can also mantle while carrying objects therefore double thanks to @Daft Mugi for these quality of life improvements. Truly appreciated, thanks! SIMPLE SUBTITLES - New! Work on the subtitles is in progress and for the next version of TDM it is expected that players will be able to customize how subs are displayed on screen but until then, this new standalone mod offers an alternative for players looking for a rather simplistic presentation. Enable "Simple Subtitles", go to the audio settings and set the scope you prefer: Story [default]: Story only On: Story and general speech (Give it a try!) Off: Disable subtitles You can find more details of the mod in the opening post or in the readme included in the download. We must thank @Geep, @datiswous and @stgatilov (among other contributors) for the good work on the subtitles so far! Well done, guys! SMART OBJECTS - Present and Future Sometimes it is difficult to tell if an object is being held or not and the "Smart Objects" mod (now part of "Core Essentials") gets a little update and whenever you manipulate an object three dots [...] are displayed on screen: These three dots are a placeholder for real names, something I plan on addressing as a separate mod in the coming weeks... Here is the relevant topic: Nameless objects... a missed opportunity Stay tuned. INVENTORY MENU - Reworked The TDM user interface suffers from gigantism in some areas and the inventory menu has been re-worked and it is now delivered in a more compact format: The menu is 15% smaller and while the text has the same size as before item names are sometimes cut and I added a tip at the bottom to make sure the full name is always available. The updated menu is part of the "Core Essentials" mod. MINOR TWEAKS In each release of the Modpack I always tweak something and in for 4.0 I changed many things internally. You shouldn't notice any of the changes but it is worth giving the improved Whistle Skill a try... Here is the full changelog: • v4.0 New release - Major reorganization and global revision: Compatible with TDM 2.12. - All mods now share the same version (4.0 in this case). - Previous "Modpack" split into "Core Essentials" and the "Skill Upgrade". - Skill mods presented in their own, standalone pk4. - CORE ESSENTIALS: New, re-worked inventory menu. - CORE ESSENTIALS: New high mantle sound for our protagonist. - CORE ESSENTIALS - LOOT ANIMATIONS: Added scroll animation for paintings. - CORE ESSENTIALS - SMART OBJECTS: Display onscreen a subtle signal (...) when holding an item. - CORE ESSENTIALS - SHOULDERING BOOST: Mod decommissioned (alternative included in TDM 2.12) - SKILL UPGRADE - MANIPULATION: Improved script, smaller footprint. - SKILL UPGRADE - DISTRACTION: New approach (again). - HUNTER BOW: Increased radius of gas arrow effect. - BASIC SUBTITLES: Initial release. That's pretty much it for now. Thanks site admins, developers, mappers, modders and members of the community but more importantly, thank you taffer, for playing and supporting The Dark Mod. The download can be found in the opening post. Cheers!
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