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  1. I would use this massive list for any fan missions, it includes campaigns too: https://www.ttlg.com/forums/showthread.php?t=148090 There are a lot of Fan Missions for the picking, I myself go for the lesser known ones and the short variety, because sometimes they hide a gem or two. Just like jaxa, I'm a bit outdated after the temporal retirement, but I do remember some amazing campaigns like "The Black Frog". If you intend to play The Black Frog, you should play the first two of the L'Arsene series missions, it's how I did it myself. Also, yes, L'Arsene are a fantastic series. The first mission of L'Arsene is a "rough draft", author was a bit new to Thief level making, but still great either way, after the 3rd you will see how his skill increased by a massive amount.
  2. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  3. yes IO tried doing the following. after first gethealth, setting variable Player Health to to, then doing another sysprint of the variable and console showed that is had changed to 2, but still showed same health after damage was taken that it showed before . Tried with full health at start as well as with pre existing damage of about 40% health (by using noclip to sky and dropping). As far as my script, it is quite large, having force fields, explosions, smoke,dust, flying rocks, etc. but i will make a short test script and try that - and post here in a little bit. Right now I have moved on to trying to figure out how to change player head in a script since it is not available in DR, at least as far as I can find. My cowboy + cowgirl hats on heads look good on AI but how can the Marshall walk around in thief guard?
  4. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  5. There's a group of players who have meticulously tested and adjusted ghosting rules for The Dark Mod. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Why alienate an established group of dedicated players?
  6. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  7. Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting. Ambients from the TDM forums Gast's Eerie Lullabies Magnanimous Merry's Miscellanea Orbweaver's Dark Ambients Spadey's Ambients Radioteque's Ambients Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients. Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients. Uncle Peti's Sound Den Dragofer's Ambients - post #6 in this thread SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread Ambients from the TTLG forums Custom resources list Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality. Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient. Gigagooga's Ambients 3 Yandros' ambient loop Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever. Internet databases www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte. www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely. www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license. www.endlessascent.com - sister website of Darkwinter for non-dark ambients. Youtube Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc. #4 Void by Raffaele du Marteau & #6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet. Alacazam - a prolific Creative Commons ambients composer . Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first. Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.
  8. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  9. Adding one last tidbit to my fm: it might be nice to be able to kill an ai by sticking their head in the fireplace or throwing them off a balcony (where fall damage is insufficient). Unfortunately "trigger_hurt" does not affect an AI that is unconscious. Is there any way around that? (edit) also tried it with stim/response with the same result: no-effect. only drowning seems to work on unconscious AI
  10. 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
  11. 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!
  12. 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.
  13. On the func_damage entity, set spawnarg def_damage with the name of the desired damage entity; see tdm_damage.def for name choices.
  14. Maybe func_damage is better for that, don't know how to specify the damage amount though.
  15. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  16. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  17. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  18. 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.
  19. I do think you want to be cautious about how high you set the damage multipliers though - I cannot recall what I landed on - but I think it was around 3 for head and I found this was plenty. I bring it up because you don’t want any of your damage multipliers to potentially negate the cool underlying system of material based “defense” multipliers on the arrows themselves. One of the reasons I got into tweaking the arrows at all is I wanted to make stealth kills more viable and the distinction between cloth/chain/plate armored foes greater so this system could shine a little more. Currently the arrows do so little damage this system might as well be invisible practically speaking, but take your multipliers too high and this too also becomes invisible as the base damage overwhelms all armor types. I never quite got what I wanted with the chain mail (almost seems like this needs a chance to deflect lethal arrow damage, but doesn’t quite feel right that a stealth kill is impossible) but you are welcome to look at the spawnargs I applied to the AI, as I imagine they would be visible if you opened the .map file in a text editor. It’s your mod, but I also don’t think you should completely flatten the damage model between stealth/alerted as I do think it’s quite fair the player get a damage boost when they are undetected - in fact I think I probably landed on increasing this advantage when I was attempting to balance it all out.
  20. Yes, a manual edit with bogus data. This is what's left for a second page (plus anything else you can think of if technically possible): Times saved: 25, Times loaded: 12 Pockets picked: 3 out of 5 Time seen by AI: 0m 2s AI KOed: 3, AI Killed: 0, Bodies found: 1 Damage dealt: 0, Damage received: 203, Health restored: 187 A third page could include the current "Stealth score details" as is today but I don't personally find any value in explaining arbitrary decisions (an alert 4 is 3 points because of reasons).
  21. 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.
  22. Nope, a regular one. That said, there is not much other damage info in the console (like when you attack AI or AI attacks you). When I hit an AI, I only get something like "AI PAIN", and that's it. There is no info on damage sustained by the player either, just a "MISSION FAILED" message on death. Having more verbose info on player and AI health and damage dealt/received would be quite helpful for debugging. Maybe an AI health value for g_showEntityInfo?
  23. Hello folks! It's been a long time since I mapped in TDM but now it's time to rerelease this mission from back in 2011. It started as a speed build contest with some prior work. Now it's released as a slow build with a lot of prior work I say this because the prior work was made by me and my friend Ziggun but a lot of additional details and tweaking has been added by BikerDude! And it has taken a looooong time... As it's originally a speed build (and my friend, who likes intricate storylines) some things in the mission may come out as rather cryptic and may not make a whole lot of sense. There may surely be some glitchy textures but the main thing is that the mission is at least playable and the inhabitants of the mission should now work as planned. Anyhow, I feel I must let this mission go from my chest so I can continue on my other projects (some of them are actually other TDM-missions!). Thanks to the team for making this mod and these missions possible! MISSION DOWNLOAD https://www37.zippyshare.com/v/jwTLVJnH/file.html BRIEFING Diary entry, 20th of October, 1721 Say one thing about Sir Henry Doyle, say he's a taffing idiot. Yes, I admit that. Only a taffing idiot would try to rob Lord taffing Cromwell, much less do it while being his honoured guest. I came out here to enjoy the quiet countryside and to study under the great inventor so that I could forget about all the troubles back in Bridgeport. But I suppose they didn't forget about me, nor did the Lady Terevaine. She must've found out I was staying at Cromwell's estate somehow, seeing as she had a letter delivered to me right in the middle of supper. Could barely keep a straight face as I read it. The nerve of that woman... Thankfully, my fellow guest at the mansion, Father Tellam, had another heated argument with Cromwell about the whole Gottfried II project. Called it a great sin against the Builder and all that. Ironic, considering what Lady Terevaine wrote to me, but it did give me the perfect excuse to retire for the night. Still, it seems I have yet another job to do for this little shrew. And like always, she promises that this one will be the last of them before she finally helps me with my debts. For the life of me, I will never understand what she gets out of these oddjobs, but I suspect it might just be some form of deranged joy at seeing me stumble around robbing everyone I know. And this time, she wants me to steal Lord Cromwell's very passion, the blueprints for his beloved airship. That in itself will not be a hard task, given that Cromwell doesn't allow any guards indoors. From what he has told me, I suspect the blueprints to be in his study on the second floor of the east wing. I'll need to be careful, however. Cromwell is a dangerous man and should my hand in this be known, he will make my money problems seem like a pleasant afternoon stroll. I'll need to mask this theft as a robbery, so I should try and steal as much as I can, perhaps smash a window or two along the way. With any luck, I'll find enough goods to actually pay my debts and get free of that taffing Lady Terevaine... UPDATE: @Frost_Salamander has been given permission to fix some outstanding issues with this mission and has posted Version 2.1 Proton Drive: https://drive.proton.me/urls/T5FH1VVMXC#jG2TkL9YVdTY Github: https://github.com/FrostSalamander/antr/releases/download/v2.1/antr.pk4 Should there be some sort of announcement somewhere? fix DMAP errors (dropped visportals, missing location_separators) fix broken skin on butler corpse in kitchen fix z-fighting in doorways make candles frob-extinguishable remove duplicate flames on wall candles in dining room fix wall candles clipping into cabinet in dining room fix wardrobe that was acting like a door entity fix non-solid shelf fix note on conservatory door that was blocking player from exiting make knife and butler corpse in kitchen frob-highlight together replace ghost damage aura triggers with damage stims because the triggers sometimes didn't work fix wrong number of health potions in player start inventory This has is now available in the missions database and in-game downloader.
  24. 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:
  25. On House of Theo, I knocked out the guard patrolling outside. Then I threw him off the side, down to where you start the mission. This is plenty far enough to kill me (the player) but when I fly down there, he's still alive. Shouldn't knocked out AI's suffer from falling damage too? I don't know if Thief 1/2 did this, but I do know that if you knocked someone out and dumped them in water, the game would credit you with killing them and you would fail if the mission objectives prohibited it. Actually I do think knocked out AI's in that game did suffer falling damage as well. EDIT: Just tested, Thief 1 AI's still do take damage when you drop them while they're unconscious.
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