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  1. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  2. There's a global script function called sessionCommand which you can use to load a new map (even the one you're currently 'in'), and it does start you from the beginning. You can call from a script thus sys.sessionCommand("map m2"); I'm not sure about saving info though. Maybe the campaign mechanism already mentioned.
  3. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  4. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  5. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  6. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  7. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  8. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  9. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  10. There's some scripting features that allow campaign-persistent variables to be stored: see the wiki Right at the very beginning of the first mission you'd call a function that looks something like this: void setup_campaign_vars() { float coinflip; coinflip = sys.random(2); if(coinflip<1) sys.setPersistantArg("person_is_male", "1"); else sys.setPersistantArg("person_is_male", "0"); return; } In that map or any later map in the campaign you can look up the persistent variable with float person_is_male = sys.getPersistantFloat("person_is_male");
  11. Announcing the release of the first William Steele mission! Summary In the North is a mansion heist that takes place outside the town of Braedon, north of Bridgeport. William Steele is an adventurer from Bridgeport who has been away several years, working as a soldier/guard for one Lord Bascombe at his castle in Braedon. Lord Harckoff, a nasty fellow who lives in a renovated Builder church nearby, sees Bascombe as a threat to his shady business, and has put a price on Bascombe's head. Steele decides to visit Harckoff one night to see what he can do to prevent Bascombe's death. The William Steele Missions In the North is the first of several Steele missions. Altogether they'll tell a story of corruption, greed, and revenge. At some point, I'll start packaging them as a campaign, in addition to the single missions. Download This Mission can be obtained using the in-game loader. Look for WS1: In the North. Mission Details and Download: http://www.thedarkmo...ndetails/?id=65 Build Time About one year. Thanks Thanks to the TDM team for creating a terrific platform for storytelling and stealth gaming. Thanks to Bikerdude, Springheel, and AluminumHaste for beta testing, especially at a time when we were all busy dealing with the final phase of TDM 1.08. The Translators (Smallman, Overmann, and Sengu) are hard at work on translations for various languages, so thanks go out to them as well. Localized versions will be available after they're completed and tested. And thanks to YOU for playing! Known Issues This is a large non-linear mission. To ease the burden on slower systems, consider shutting doors behind you as you go. If you experience low frame rates, please consult the Performance Tweaks page on the Wiki. Performance Tweaks For very low end PCs I recommend the following settings: V-sync is offAA is offAniso is 4x or lowerAdvanced settings are simple/defaultPost processing is disabledAnyone having performance issues with TDM missions can put the following cvars into their Darkmod.cfg file. This will improve the framerate and stutter/chop when in-game, but may increase loading times a little. image_usePrecompressedTextures "1" image_useNormalCompression "2" image_useAllFormats "1" image_useCompression "1" image_preload "1" Important This mission requires TDM 1.08 or later. Repeat after me: "Read and explore, Read and explore". Most Importantly, Enjoy! Screenshots WS2: Home Again Steele's story continues with Home Again, which you can find here.
  12. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  13. You have plenty of missions that weave together a continuing or otherwise interconnected story: https://wiki.thedarkmod.com/index.php?title=Fan_Mission_Series I think the lack of a campaign is, strangely, a bit of a benefit. Yes, we could make a whole official campaign or keep extending the existing one with Corbin (he's the closest we have to a Garrett figure), but I actually prefer the more "shared universe", anthology approach of mission authors. Mission series have been a thing since the earliest days of this project and have only been getting more common, not less common, precisely because mission authors see the benefit of a continuing storyline with some main and recurring characters. Also, people crying that "lacking a campaign means TDM is not a real game" is really getting on my nerves at this point. This game is in development and available online for free. We don't, can't and wouldn't want to make any money off of it. Financial donations are also pointless. Talent donations, tangible contributions, is how this game can keep on moving forward. Speaking entirely for myself, and anyone can disagree with my opinion, extending the campaign we already have - the mission at the inn, then at St. Lucia's church, then some further missions after that - would be the best way to create an official campaign for TDM. I think that past efforts, with the idea that we need to have this stupendously impressive campaign, where every single mission is going to be a blow-your-socks-off affair, is part of why we haven't created such a campaign until now. The man hours needed and the sheer ambition are just overblown. The perfect is the enemy of the good. I feel that, contrary to what some Thief veterans might think, having a game that has an official campaign welcoming to both complete newbies and old pros is a far better route than a monumentally ambitious and impressive campaign that satisfies only a few die-hards, and frustrates others due to its length, scope, and sheer over-indulgence. If we strive for overly lofty heights, we'll end up with a game equivalent of Cimino's Heaven's Gate. Bloated, self-indulgent, potentially incomprehensible and irritating. I'm a "less is more" kind of guy. No hand-holding beyond the training mission, but start the players off easily enough, with the inn mission we have, then it gets a little harder at St. Lucia's, then we create a similarly small-in-scope and once again slightly more difficult, but entertaining and pretty-looking mission. And then another, and another. Gradually expand the campaign to some 10 or 12 missions, and you have an official campaign that'll entertain newcomers and veterans alike. And then they can play all the other mission series or one-off episodic mission, whatever they like. By that, I don't mean finishing the official campaign would be compulsory. No. It's just that it will serve as a natural introductory point for most new players of The Dark Mod. The more incentive we give players to have fun and finish the official campaign, the better. Make the missions bite-sized, not technically overdone, and make them fun, and we might have a real Keeper (Thief pun intended). I think it's telling that, over the years, far more people new to TDM have asked "What missions would be good for a newbie ? Which do you recommend ?", rather than "Where's the big blockbuster official campaign that will bring me into pure gaming ecstasy ?". Tellingly, already a while back, I compiled a whole wiki article just about these recommendations, because people were asking them so frequently: https://wiki.thedarkmod.com/index.php?title=Mission_recommendation_discussions Including a recommended list of simple enough, shorter missions, to start them off with something smaller, simple, but entertaining. The fans, especially new ones, want more accessible things before they can move on to the more demanding missions. More accessible isn't about dumbing down, it's about respecting the natural need for a learning curve.
  14. I don't think this would fix the problems of the current tutorial. Which for me is that it is just too boring and random, especially because you can select what section to do in what order! I can imagine player trying one or two and then abandoning the rest while missing information. Maybe we could add more tutorial-like situations and infos to the official campaign missions instead?
  15. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  16. Almost a year ago I raised concern about reckless overriding of main menu GUI files (which explicitly say they must not be overridden) by mappers. I have changed ton of things now, and I think I'm ready to show the new version for beta testing. If everything goes well, these changes will be released in TDM 2.10. You can obtain the game build for beta testing via tdm_installer. Just check "Get custom version" on the first page and select "test-menugui-N" version in test build. Note that it is close to the latest dev build, and thus includes all the changes done since 2.09. Here is the list of customizations in the new version that I know of: Change background everywhere. Change music everywhere. Disable mission-specific screens. Briefing and Debriefing videos (done the "old" way). Replace briefing screen with whatever mapper wants. Custom mission loading GUIs. All of the above can be set independently for each mission in a campaign. Customize the "Wait until ready" screen. I did not expose the ability to change stuff in Credits screen, since in my understanding that's credits for TheDarkMod itself, thus mission authors should not touch it. The instructions about how to achieve points 1, 2, 3, 4, 6 are given in "mainmenu_custom_defs.gui". Here are things which I have marked as deprecated and want to remove: Videos "controlled by SDK". The "old" approach can now be used both for briefing and debriefing, even in campaign. Custom title. As far as I remember, it has only been used to hack custom background into the menu. Why keeping it? Of course, all the missions which use deprecated features need to be fixed to rely on something else. The missions which override .gui files in unsupported way are most likely broken too and need fixing. All the other missions should work properly now. Here is the policy about fixing FMs: I will fix all FMs, unless mission author wants to do it himself. Fix will only change .gui files, nothing else. Fixed mission should work as intended in 2.10. Fixed mission should play well in 2.09, except that main menu can look differently, and probably briefing/debriefing video can be skipped. Every mission will be briefly beta-tested here. Not the gameplay of course (that would take too much effort), but various menu/gui interactions. Until 2.10 is released, the fixed missions will be stored on separate server and will only be available via special cvars tweaking. Ordinary players will still get non-fixed versions, since they most likely use TDM 2.09. In order to download fixed FMs, you should add the following line to "autoexec.cfg": set tdm_mission_list_urls "http://darkmod.taaaki.za.net/5323_menugui/missionlist.xml" If you want to join testing, I suggest copying TDM installation without FMs, then updating it to appropriate version and changing "autoexec.cfg". Trying to juggle with one installation will be confusing.
  17. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  18. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  19. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  20. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  21. No Honor Among Thieves 1.0 I am proud to announce the release of the first TDM campaign, No Honor Among Thieves. ( Version 4.0 is now available. ) "Turns out those Builders aren't as righteous as we think... no surprises here. An old fence of mine sold me a bit of information concerning the local Archbishop, Lavonte Duchane , and our beloved governor, Archibald Cloist. Governor Archibald has, as of late, been spotted and caught in the local brothels by our very own Builder watch. But, instead of being made public by our lovely Builder brethren, the entire situation sort of vanished. Sounds like blackmail and bribery to me. In the peak of his career an exposure like this would mean sudden death for Archibald - no more noble's support, no more Builder's support, and no more public respect. Bad for his career, but certainly good for mine. What makes the cake even sweeter is that an exposure like would be disastrous for the Archbishop himself. I'm sure the both of them will be very motivated to keep this hush hush. These two really seem like my type - blackmailing and bribing away - so I don't think they'll object when I blackmail them myself... It's time to begin..." Notes: To install, simply unzip the contents into the "fms" directory of your Darkmod installation, or drag and drop the pk4 into the fms folder.. This campaign uses a very large amount of custom materials... models, videos, music/sounds... so it's bigger then the average bear (FM). Also, some of the ambients don't respond well to the sliders... this is a mod issue, and I'm hoping it will be fixed soon! Lastly, some linux users, for some reason, are having problems with NHAT Mission 1/3 showing up. This is because of a capital. Go your fms/Politics and rename the Politics.pk4 to politics.pk4, and also change the folder its in from "Politics" to "politics. Linux hates capitals apparently. Enjoy! Links to newer versions: NHAT v2: NHAT v3: NHAT v4 EFX:
  22. I think first mission one and two were A pawn in the game and The art of revenge. Then the campaign was introduced (which is still 3 seperate missions), which includes the prequel The angel's tear and the original missions got renamed. But I think this isn't correctly updated in the mission database. So here is a screenshot of vfat1 in the mission downloader: And here is vfat2 listed in the mission selection screen (after downloaded): Clearly this is the same mission. In the mission listing the darkmod.txt is used, in the mission downloader something else is used. But you're right that vfat1 is "The angel's tear".
  23. We will look at some of this stuff, but SPOILER tags, please!!!
  24. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  25. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
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