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  1. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
  2. Hi all, I'm very new to TDM which I started playing a few months ago then later discovered the wonderful world of mapping with DarkRadiant and got hooked. With retirement coming up in a couple of months this has now become one of the hobbies on my list which also includes music (wind instruments, synthesizers and software), SBCs and microprocessors (ARMs, Arduinos and PICO pi) and of course relaxing by the pool. I've been having a lot of fun learning from scratch and building my first map using the Startpack. I used prefabs and models and started to build a small town, a mansion area, a forest area and a large underground maze. I'm trying to use the map_of gui to show the current player position in the maze with an "X". I need to find a way to get the player coordinates from a script to the gui. //The map_of_maze.gui used with the inventory map in this case map_of_maze.tga windowDef Desktop { rect 0,0,640,480 nocursor 1 windowDef Maze_map { rect 130,2,428,476 background "guis/assets/game_maps/map_of_maze" visible 1 windowDef Player_position { // Not sure how but dispx and dispy need to be obtained from MazePosition script. rect dispx,dispy,dispx+1,dispy+40 backcolor 0, 0, 0, 0 text "X" font "fonts/andrew_script" textscale .25 forecolor 0, 0, 0, 0.66 visible 1 } } } // The script to be called to get the player position parameters of where the // windowDef Player_position rect should be made visible. // It will be called by trigger entities at the maze access points. void MazePosition() { sys.println("The Maze Position Script has been called."); // Getting player posision coordinates in real world vector pos = $player1.getOrigin(); float x = pos_x; float y = pos_y; float z = pos_z; // Coordinates of maze in real world float Lcoor = -512; // The Left margin. float Rcoor = 648; // The Right margin float Tcoor = 3840; // the Top margin float Bcoor = 644; // The Bottom margin // Coordinates of maze in map_of_maze.gui float Lmap = 50; float Rmap = 350; float Tmap = 0; float Bmap = 470; // Calculation for coordinates transposition from real world to maze map float xcent = abs ((x - Lcoor) / (Rcoor - Lcoor)) * 100; float ycent = abs ((y - Tcoor) / (Tcoor - Bcoor)) * 100; float dispx = (((Rmap - Lmap) * xcent)/100) + Lmap; float dispy = (((Bmap - Tmap) * ycent)/100) + Tmap; // dispx and dispy need to be sent to windowDef Player_position before calling the GUI } Any help in finding a solution to my little problem would be greatly appreciated. In the meantime I'll keep building. Happy Mapping
  3. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  4. Thanks for the heads up. Combining the two FMs into the same archive is troublesome because they will try to share assets that are different between Tales of the Riverside and Down by the Riverside and will therefore break each other. I've changed the download link to one that I know should work. The book has a few hidden objectives attached to it that get completed when you reach certain pages. In any case, it's probably better addressed in the tech support forums and will need a copy of your savegame to trace back to what's causing the crash.
  5. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  6. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  7. Here's my first FM. A small and easy mission, inspired by Thief's Den and The Bakery Job, where you must find and steal a cook's recipe book in order to save a friend from going out of business. Download (version 4): Mediafire (sk_cooks.pk4) TDM Website's Mission Page The in-game mission downloader Thanks to: The people who helped me get this far, both in the forums and on Discord. The beta testers: MirceaKitsune, Mat99, Baal, wesp5, Cambridge Spy, jaxa, grodenglaive, Acolytesix ( Per the author in the beta testing thread. ) Skaruts has given permission to the TDM Team to add Subtitles or Localization Strings to this mission. (No EFX Reverb.) If anyone from the Community or TDM team wishes to create these we will gladly test them and update the mission database.
  8. My view would be: If the author is still reachable, ask for permission unless they already gave blanket permission. If the author is not reachable, check whether they stated anywhere that they're opposed to their work being reused (i.e. in the FM credits). If not reachable and no statement was made, I'd say the work can be reused if you give abundant mention of the author in the credits in the release thread and in the FM package. The vast majority of authors (who don't explicitly say they forbid reuse) are probably fine with that. I'd distinguish between reuse of assets and map sections, however. The latter can easily be perceived as plagiarism, so it should always require close coordination with the original author if you want to use parts of their map in your own.
  9. I'm happy to present my first FM, The Spider and the Finch. There may be a spider, but no ghosts or undead. It should run a couple hours. It's now available on the Missions page or the in-game downloader. Many thanks to the beta testers Acolytesix, Cambridge Spy, datiswous, madtaffer, Shadow, and wesp5 for helping me improve and making the mission to the best of my abilities. This would not be have been possible without Fidcal's excellent DarkRadiant tutorial. Thanks also to the many people who answered my questions in the TDM forums. Cheers! 2023-12-13 Mission updated to version 3. Fixed a bug where the optional loot option objective was not actually optional. Updated the animations for Astrid Added a hallway door so the guards are less likely to be aggroed en masse. 2024-05-31 Mission updated to version 4. Adjusted tower guards Added voices for conversations Improvements to objectives 2024-07-12 Updated to version 5. added dialog subtitles small bug fix
  10. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  11. Paying the Bills: 0 - Moving Day You've just heard a sweet tip. Get to work before the window of opportunity closes. Download Link: https://drive.google.com/drive/folders/1hMqw99FgTk5jkezPnI1aaU2xX_gJ8fwo?usp=sharing Credits Assets: Amadeus - the Golden Lute STRUNK - new kitchen assets as well as fireflies & bats Alpha Testers: Amadeus, Baby Genius, Bienie, dragofer, Epifire, Jack Farmer, joebarnin, kingsal, NeonsStyle, Rotary Racer, The Dark One Beta Testers: Cambridge Spy, Shadow, Abusimplea, JackFarmer, thebigh, wesp5, Amadeus, kingsal, s.urfer, joebarnin, grayman, nbohr1more, prjames, AluminumHaste, Dragofer, datiswous, stgatilov, duzenko, Goldwell, Wellingtoncrab, If I forgot anyone PLEASE LET ME KNOW Notes - TDM 2.10 Beta 5 or later is REQUIRED to play this mission. - This is my first FM and took me roughly 4 years and 1000+ hours. I had originally planned a city map for my first FM, I even had an over-arching story set across 4 missions, but I decided to whip up a prequel to use as my "training-wheels protocol" for DarkRadiant before I move on to my magnum opus, hence why this one is #0. Subsequent entries will be on a micro scale compared to this map. - This FM implements the func_peek mechanic, allowing players to peek through any door that has a keyhole on it by leaning forward. PLEASE NOTE: This function has been known to cause crashes for a small number of players in the past, likely due to using the 32-bit version of TDM. At no point in this mission is it required to use the func_peek mechanic; it is purely optional, so feel free not to use it. - There are spiders - Suggestive themes/references - DISCLAIMER: This is a BIG mission by TDM standards, and has a lot of wide outdoor areas; performance may vary greatly. - Lots of plans for future updates, many ideas still left on paper. Download Link: https://drive.google.com/drive/folders/1hMqw99FgTk5jkezPnI1aaU2xX_gJ8fwo?usp=sharing (drop the folder into darkmod/fms) Many thanks, have fun!
  12. Well, this might be a problem with thousands of songs, but in TDM there are about 10 missions beginning with "a" and thirty with "the" so this is different. Also the online library sorts them with "a" and "the" included already so it should at least be consistent. (As for music, I sort it by creator so this isn't a problem there too...)
  13. Years ago, when I started downloading music and keeping a thousand songs, I realized how stupid it was to put the word "The" at the beginning of a song or else everything would be filed under "The." So I left that off of every song, but eventually databases started to ignore it in the title (thankfully) and now it is safe to put it in the title of the apps I use. For continuity, either ignoring "A" and "The" makes the most sense, although a comma and then those words after are still a common way to do it. I'm shocked to find that some people think that filing under "A" and "The" is a winning solution.
  14. I have decided to start experimenting in the world of ambient music. Eventually I plan to create a whole album and release it to the thief communities. But for now here is a taste of two tracks I created http://youtu.be/Yvy9Ajys1Ro
  15. Does this mission sound really bad inside the state/mansion or is it me? The music, the effects, the voices... everything sounds artificial or extreme. I don't recall this sensation when I first played it two or three years ago. TDM 2.12.
  16. It's not easy to get music for free. Even more difficult, though it is somewhat strange, medieval music and similar ones that fit TDM missions (FMA only has contemporany music) Sometimes I find in various missions a really nice soundtrack (e.g. in Requiem-Beata Viscera) and a few more in some tavern by some trobadur, but this is usually limited to short 4-5 chord loops that are only irritating. Of course, there are several sites that have music without copyright that can be downloaded, but either only for private use or paying. That's why I searched the network and found a site that may be interesting and that allows you to download the files for free (mp3 - paid only if you want HQ and wav file) and with CC license, that is, they only need to add the author in the credits. You can use this music also for comercial use and therefore in TDM Misions. https://www.free-stock-music.com/search.php?keyword=medieval
  17. TDM Modpack v1.8 released in the opening post Based on a work by Obsttorte, here is my take on the blackjack. CLASSIC BLACKJACK v1.0 Credits: Obsttorte, snatcher. Description: A straightforward approach to blackjacking with new rules and mechanics inspired by Thief Gold. Never miss a KO again. Instead of calculating a model collision the "Classic Blackjack" will evaluate the conditions and trigger a KO. Just get close to an AI and aim for the head. You will never hit door frames or anything or miss a KO again. Guaranteed! Classic Blackjack rules: Some AI are KO-immune and cannot be KOed: * Undead, creatures... * Guards wearing heavy helmets (to respect TDM vision) * Other: set by mission authors for the plot, in example The rest of AI can be KOed, just aim for the head: * Civilians: Can always be knocked out from any direction * Combatants: Can always be knocked out (including when fleeing) from any direction except when in high alert state (normally in combat mode) ------------------------------------------------------------ In addition, the download now includes an new extra mod: FOOTSTEPS WATER v3.0 Credits: SeriousToni. Description: Alternative footsteps on water sounds. Topic: New Footstep sounds These two mods can be enabled / disabled separately. Here is the full changelog: Cheers!
  18. 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.
  19. Part 2: I've also checked that besides the video exists and the "music", it is written in my mainmenu_custom_defs.gui As I said, I didn't change anything here. It must have stopped working with a TDM update. Are .roq files still supported? Here's the relevant content og my mainenu gui file /* --------------------------------------------------------------- * * DE-BRIEFING VIDEO DEFINITIONS (<== yes, DE-briefing, briefing is handled above) * * If you're setting up de-briefing videos, these are the settings you need to change. * These settings are not limited to campaigns, single-missions can have debriefing * videos as well. * * The MM_DEBRIEFING_<N>_VIDEO_SOUND_CMD lines define the soundshaders * to be played during the de-briefing videos. * * Important: The syntax is "music YOURSHADER;", the "music" part is important * and should not be deleted, neither the trailing semicolon. * This is the actual GUI command issued to the C++ code. * * Each mission has its own sound cmd, the first mission has number 1. * * --------------------------------------------------------------- */ /** * These define the window coordinates for your debriefing video(s). * The default is 0,0,640,480, which is full screen. */ #define MM_DEBRIEFING_VIDEO_TOP_X 0 #define MM_DEBRIEFING_VIDEO_TOP_Y 0 #define MM_DEBRIEFING_VIDEO_WIDTH 640 #define MM_DEBRIEFING_VIDEO_HEIGHT 480 // Defines the material colour of the debriefing video windowDef #define MM_DEBRIEFING_VIDEO_MATCOLOR 1,1,1,1 #define MM_DEBRIEFING_1_VIDEO_MATERIALS "video/pens_outro;" #define MM_DEBRIEFING_1_VIDEO_LENGTHS "14000;" #define MM_DEBRIEFING_1_VIDEO_SOUND_CMD "music kneipe_ending;"
  20. Hello all, I've just played through a few missions for the first time (bundled ones and 3/4 of thief's den series) on version 2.05. This is a blast! On my system certain music is really loud. It seems to be the "looping" track music stuff for some reason. The ambient slider doesn't seem to do anything and the main sfx volume does work but it scales everything down. I'm currently running it with sfx turned down but it isn't ideal. I noticed it most egregiously in the Chapel Room in Thief's Den 3: Heart of the Lone Salvation. It is deafening with headphones on. Is this a known issue? Or only my system?
  21. This music would be *so* perfect for TDM. It just screams TDM-ish atmosphere.

    (starts at 16.02) Too bad we don't know who made it!
    1. kano

      kano

      Imagine sneaking around and listening to that!

  22. Does anyone know how to insert custom music into a timed briefing? The briefing has the lines: // Start the briefing menu music set "gui::targetmusic" MM_MUSIC_BRIEFING; resetTime "MainMenuMusicSelect" 0; But I don't see where MM_MUSIC_BRIEFING is actually set. Also, on a similar topic, is it possible to play two different sounds during a briefing (aside from ambient music)? I have vocals playing, but would like to play sound effects, but they seem to interrupt each other.
  23. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

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