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  1. 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.
  2. 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:
  3. 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.
  4. 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
  5. In the original Thief's, you could still choose the difficulty for every mission. It stuck to the difficulty you chose for the previous mission though. Well, you probably know that anyway, just thought I'd mention it. I like the difficulty choice. IMO, it gives the player a challenge and goal to aim for, especially when objectives are added on the higher difficulties. The only absolute no-go for me are no K.O. objectives. Those don't make the slightest sense.
  6. We will look at some of this stuff, but SPOILER tags, please!!!
  7. 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!
  8. I've mentioned a couple times that I wanted to try a super speed build. Inspired by Sotha, I've started a "Let's Map" series that aims to see what kind of mission can be created with a build time of 4 hours, by relying heavily on modules and prefabs. Will I succeed? I don't know. But that's the challenge! If you want to use the prefabs shown in these vids but don't have SVN, you can download them here: http://www.mindplaces.com/save/prefabs.pk4 There will obviously be spoilers for the mission if you watch these videos. Since the mission is going to be built in 4 hours, I'm hoping it will be available for play in about two weeks. Part 1. Build Time Total: 40 minutes Part 2. Build Time Total: 65 minutes Part 3: Total Build Time: 1 hour, 42 minutes Part 4: Total Build Time: 2 hours, 32 minutes Part 5: Total Build Time: 3hrs, 12 min Part 6: Total Build Time: 3hrs, 48 min Part 7: Total Build Time: 4 hours, 22 minutes Part 8: Total Build Time: 5hrs, 3min. Part 9: Finale:
  9. I know oil flasks are not highly regarded in T3, as they introduce slapstick animations for AI, but this kind of access denial means could add interesting challenge if you can slip from some ledges and pipes. https://www.youtube.com/watch?v=b7D_X7CTlm8 Slippery surface is already available, but probably used only in frozen areas. Using special slippery paint make it easy for colour coding, like in e.g. Mirrors Edge, but red colour in this case should be repelling. Also it will raise suspicion with otherwise neutral guards if you are literally marked as a trespasser - reminds me of a police paintball ammo with hard to wash ink, so they can catch hooligans or cars later.
  10. Story: A local Brooksdale alderman and childhood acquaintance of mine, Miles Harewell, 'happened' upon me last night down at my local tavern. Apparently, he has to defend his position on the borough council this year and suspects that his chief rival, Edric Shorditch has an ace up his sleeve. He mentioned damning evidence of dealings with 'various entities of dubious legality' as he put it. Sounds like hightowne-speak for good old corruption. He needs any such evidence to disappear tonight, while he has an ironclad alibi, being invited to dinner together with Edric to a local lord's manor. He also wants me to find some dirt on Edric to help turn the tables on him. Miles is a natural born politician, but he is good news for my 'profession' so I think I will have to forgive him that. Besides, with all that rampant corruption of his, I'm sure he can pay his way and then some. This Edric Shorditch is the captain of the local city watch, and has made a name for himself by taking a hard stance on crime. Slipping into the city watch station and stealing indiscriminately won't be easy, but it might help undermine his approval, while also clearing Miles' name. Thanks: Thanks to Springheel for the creation of the handy and pretty module sets. Thanks to my beta testers; Amadeus, Goldwell, Cambridge Spy, Boiler's_Hiss, SuaveSteve, Tafferboy and Jedi_Wannabe! Additionally, thanks go out to the people who frequent the Newbie Dark Radiant Questions thread for always helping troubleshoot issues that arise during development. You know who you are. Download: Available in the in-game downloader, or at any of these below locations: Gallery: Hints, Tips, Walkthroughs, Spoilers(!): - This mission will greatly reward those taffers who like to explore a mission thoroughly. It is possible to go directly for your objectives, but you will be missing a lot of content. - Many windows are openable, leading to new areas or private residences. - If an area seems hard to navigate due to patrols, chances are you can circumvent it. - Those who like a challenge and some extra replay value owe it to themselves to visit the astronomer's office close to the starting area. Disclaimers, Player Information. Thank you for playing! What did you think of the mission? I look forward to your honest feedback!
  11. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  12. Well, here's some teasers for a haunted house mission I'm hoping to get done by Halloween. For the second screenshot I increased the gamma just so you can see what's going on- I'm really trying to avoid that milky grey look you get with high gamma and ambient. This is also a self-imposed challenge: the whole mission fits inside a 1024x1280x1024 box, including the skybox and playertools. Lights and speakers can have radii that protrude outside but all the geometry has to fit inside the box. It's amazing how much you can squeeze into such a tiny area. Showing any more screenshots would unfortunately spoiler the mission.
  13. OK, after discovering a gpt-4 account can be cancelled anytime (and even renovated later) I decided 20-odd dollars was worth investing to explore it. I found it fascinating but my main interest was fiction writing and I found although gpt-4 was creative and its grammar perfect, it's continuity was flawed with anything longer than maybe a couple of thousand words because amazingly it cannot recall precisely all the text even in one conversation. Somehow it condenses earlier messages and the further you get into a story the more I get forgets stuff, like Mr Johnson comes into the room. Erm... didn't Mr Johnson die in Chapter 3? This only applies if you try to help chatgpt-4 to write a story rather than get chatgpt-4 help YOU to write a story. That's different. Anyway, I've not given up trying to find a workaround, and in the meantime, gpt-4 now provides internest access via Bing. This is even better than Phind. You can type all sort of instructions in and get gpt-4 to do the searching like so: User: OK. please search for advice on getting chatgpt-4 to write a long story. List the first 10 website articles. Omit any that only help the user write a story, and only list those where the user helps chatgpt-4 to write the story. Abandon processing any websites that give errors such as failing to access and instead display here the link, then continue searching. If you can't find 10 articles within 10 minutes, then stop Chatgpt-4: I'm sorry, I wasn't able to fully complete your request. However, I've gathered some useful information. I found an article titled "How to Write a Novel With ChatGPT (Ultimate Guide in 2023)" on WritingBeginner.com. This article provides a step-by-step guide on how to use ChatGPT to write a novel. This guide includes 13 steps, such as: 1. Asking ChatGPT to suggest a genre and subgenre. 2. Using ChatGPT to come up with a story premise. 3. Expanding the premise into a back cover blurb with the help of ChatGPT. 4. Creating an outline from the blurb with ChatGPT's help【74†source】【75†source】【76†source】【77†source】【78†source】. I spent quite a bit of time exploring the details of this guide, which may be helpful if you're looking to use an AI like ChatGPT to assist with writing a long story. Unfortunately, I wasn't able to find 10 separate articles that specifically discuss how to help ChatGPT-4 write a long story, as per your request. The search results included a mix of different kinds of articles, and it took a significant amount of time to explore each one to determine its relevance. I'll list the URLs of the remaining pages that seemed potentially relevant, but I wasn't able to fully explore them within your time limit: 1. https://www.artificial-intelligence.blog/news/how-to-write-a-story-with-gpt-3 2. https://www.wired.com/story/ai-language-models-biggest-challenge-yet-long-form-content/ 3. https://www.writersdigest.com/be-inspired/how-artificial-intelligence-can-help-authors-write-a-better-novel 4. https://www.fastcompany.com/90697938/this-is-how-a-i-will-help-you-write-your-next-novel 5. https://towardsdatascience.com/writing-with-gpt-3-turning-prompts-into-novels-ba1d109b2a6f 6. https://www.technologyreview.com/2023/03/20/104107/artificial-intelligence-is-now-writing-novels-heres-an-example/ Please note that the relevance of these articles to your specific request is uncertain since I wasn't able to fully assess them within your time limit. As for the technical question about Chrome updates, the latest version of Google Chrome as of June 8, 2023, is 112.0.5615.137/138 for Windows and Mac, and 112.0.5615.165 for Linux【47†source】. I hope this information is helpful, and I apologize for not being able to fully meet your initial request. End... This will change searching the net forever! It's like having an assistant to do the legwork.
  14. Right, so there is this one weird qwerk of classic Thief. If you beat an AI to death with the blackjack (I know, I know, but sometimes it's fun to fight this way because it's more of a challenge than using the sword) as though Thief was a Quake clone, the guard will scream and begin to drop. But if you quickly wack him again, he will pop up and play the "knocked out" sound, and then collapse again. So basically you killed him, and *then* you knocked him out! The natural question at this point, is how the stats would reflect such an oddity. I guess there is only one way to find out, but the problem is, there's usually more than one dead guard on the map when I play. Especially on Thieve's Guild. I go straight-up Doom on that one, and use the corpses to trace my steps around the confusing layout. The classic Thief guards aren't great fighters; they are especially vulnerable to circle strafing and lots of pelting. You can even get them completely turned around and facing the other direction! As long as you're in a relatively open space you can own them by doing this quite easily. This strategy will not work on TDM guards. Try this with them and you are the one that gets owned. lol
  15. TDM Modpack v3.2 released in the opening post Completing a mission without being seen is something that can be done with some practice and patience, and I find this self-imposed challenge quite rewarding. The STEALTH ALERT MOD will play an alerting chime whenever you are seen so that you don't have to monitor the Stealth stats all the time. This mod has been in my back-burner for some time. Despite the small scope getting it right not to annoy anyone was key and it was challenging to find a middle ground for players that may be interested in the feature and players that just don't care about stealth. The mod has been extensively tested and the end result blends in quite well, imho, and I hope it will either be useful or go unnoticed... You can find the download in the opening post. Full changelog: ============================== v3.2 - New release ------------------------------ • STEALTH ALERT MOD v1.0: Inital release • QUIET DOORS MOD v1.1: Improved code Cheers!
  16. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  17. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  18. Oh yeah, I should second this as well. A mission is not fun if it's designed to be painfully tedious in terms of dodging the visibility of the AI. I can't remember which mission it was, but the mapper must have been in a bad mood that day since too much of the interior of an important building was lit very brightly with non-dousable light sources, with few if any viable hiding areas to obverse patrol routes. I don't know what the intent was, maybe it was a challenge for elite players or something, but it wasn't fun and I resorted to my power move of the "notarget" command just to make it bearable. Forget even looking for loot in such environments.
  19. I think the most basic requirement for a good mission is a tight weave of safe and dangerous locations. The player needs to cross through areas where they have a non-negligible risk of being spotted by enemies in order for the mission to have tension, but it can’t be constant or it will become monotonous at best and frustrating at worst. There need to be safe locations where the player can stop and observe the environment for as long as they need to. I think a good rule of thumb is that every dangerous point on the map should have a direct line of sight to at least one safe point that is no more than 20 meters away (as the thief moves). Additionally in a good mission about 60-80% of the loot, read-ables, and other interact-able stuff should be in safe locations. It is a reward to navigating through the hard bits. The remaining 20-40% is what gives the mission challenge and should be used very deliberately to build tension and atmosphere. Within these rules there is a lot of freedom for map makers. In many really good, exploration-focused missions upwards of 95% of the entire navigable area is safe. That makes it really easy to follow the 20m line on sight rule, and that could be why these types of missions are so highly regarded. But equally there are some infiltration focused missions where safe zones might be less than 20% or even 10% of the map.
  20. 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!
  21. Nintendo is a pretty abysmal company in many respects, but this is one area where their priorities are better put together than their western competitors. They show that you can actually make ends meet by focusing on gameplay and atmosphere over graphics. In fact it's hard to dispute that that is the key to their success as a company. It seems like the only times they ever get into real difficulty is during the generations where they try to modernize their consoles. They've also survived for over 20 years in the console wars against two global mega corps. It's rather surprising none of the other AAAs are really tying to challenge them for that apparently quite reliable niche. On the other hand maybe that is the point. Nintendo is the beloved king of gameplay focused, low-fi franchises. If an Activision or a Sony tried to muscle in on that territory and Nintendo decided to fight back there can be no doubt of who would win. Nintendo has years of developer experience, a positive track record, and a loyal customer base. I do think there is more to it than that. If you have an XBox, Play Station, or gaming PC there is nothing stopping you from getting almost the full Nintendo experience via indie copycats, but no such luck for the Switch-only owner who wants to dip into AAAs. Anyone who wants the best of both is going to go for the high fidelity consoles, and once you have the graphics card you might as well use it, even if it costs extra. In that sense I suspect the AAAs are rational, but its still interesting that they don't hedge their blockbuster bets with a lot more reliable low fi offerings. You'd think it would pay off in the long term, even if only by nurturing talent to tap for their big projects (like how Hollywood still finances marginal projects despite the summer blockbusters being their bread and butter).
  22. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  23. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
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