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  1. Dragofer's teledoor also has a fade to dark effect, which could be useful. You could combine that with an ambilight-style Presence Lamp, so that if you come close(r) the wall lights up around it.. Just kidding.
  2. I'm also seeing an assertion failure, although it doesn't seem to have anything in common with what other people have posted. This appears at startup before the main window is shown, and appears to be fatal (attempting to Continue just produces the same assertion again). ASSERT INFO: ../src/aui/auibook.cpp(2270): assert "page_idx < m_tabs.GetPageCount()" failed in GetPage(). BACKTRACE: [1] wxAuiNotebook::GetPage(unsigned long) const [2] sigc::internal::signal_emit0<void, sigc::nil>::emit(sigc::internal::signal_impl*) [3] sigc::signal0<void, sigc::nil>::emit() const [4] module::ModuleRegistry::loadAndInitialiseModules() [5] radiant::Radiant::startup() [6] wxEvtHandler::ProcessEventIfMatchesId(wxEventTableEntryBase const&, wxEvtHandler*, wxEvent&) [7] wxEvtHandler::SearchDynamicEventTable(wxEvent&) [8] wxEvtHandler::TryHereOnly(wxEvent&) [9] wxEvtHandler::ProcessEventLocally(wxEvent&) [10] wxEvtHandler::ProcessEvent(wxEvent&) [11] wxEvtHandler::ProcessPendingEvents() [12] wxApp::DoIdle() [13] g_main_context_dispatch [14] g_main_loop_run [15] gtk_main [16] wxGUIEventLoop::DoRun() [17] wxEventLoopBase::Run() [18] wxAppConsoleBase::MainLoop() [19] wxEntry(int&, wchar_t**) [20] __libc_start_main More info from LLDB (since the built-in stacktrace seems to miss out a lot of function calls): frame #10: 0x00007ffff6a9eeca libwx_gtk3u_aui-3.0.so.0`wxAuiNotebook::GetPage(unsigned long) const + 106 frame #11: 0x0000555555d4f768 darkradiant`ui::PropertyNotebook::restoreState(this=0x000055555611c490) at PropertyNotebook.cpp:264:34 frame #12: 0x0000555555d3f7b6 darkradiant`ui::AuiLayout::restoreStateFromRegistry(this=0x0000555557179c10) at AuiLayout.cpp:654:36 frame #13: 0x0000555555d46817 darkradiant`ui::MainFrame::construct(this=0x00005555560c53a0) at MainFrame.cpp:271:38 frame #14: 0x0000555555d46680 darkradiant`ui::MainFrame::postModuleInitialisation(this=0x00005555560c53a0) at MainFrame.cpp:211:11 frame #15: 0x0000555555d4c024 darkradiant`sigc::bound_mem_functor0<void, ui::MainFrame>::operator(this=0x0000555556cd1258)() const at mem_fun.h:1991:48 frame #16: 0x0000555555d4ba80 darkradiant`sigc::adaptor_functor<sigc::bound_mem_functor0<void, ui::MainFrame> >::operator(this=0x0000555556cd1250)() const at adaptor_trait.h:256:20 frame #17: 0x0000555555d4b22c darkradiant`sigc::internal::slot_call<sigc::bound_mem_functor0<void, ui::MainFrame>, void>::call_it(rep=0x0000555556cd1220) at slot.h:483:35 frame #18: 0x0000555555aec9e2 darkradiant`sigc::internal::signal_emit0<void, sigc::nil>::emit(impl=0x0000555556a31300) at signal.h:798:79 frame #19: 0x0000555555aee4a8 darkradiant`sigc::signal0<void, sigc::nil>::emit(this=0x0000555556163398) const at signal.h:2804:32 frame #20: 0x00007fffeba2acfb libradiantcore.so`module::ModuleRegistry::loadAndInitialiseModules(this=0x0000555556163320) at ModuleRegistry.cpp:192:32 frame #21: 0x00007fffeba8bc87 libradiantcore.so`radiant::Radiant::startup(this=0x00005555562af760) at Radiant.cpp:97:58 frame #22: 0x0000555555be315f darkradiant`RadiantApp::onStartupEvent(this=0x00005555560a4660, ev=0x00005555562dc8d0) at RadiantApp.cpp:230:30 This is the actual line of code which fails in PropertyNotebook.cpp. It seems that existingIndex is actually -1 here.
  3. TDM is marketed as: It's a tremendous achievement - a detailed tribute to the Thief series. (link) Since The Dark Mod is designed to simulate the stealth gameplay of Thief, many things will be familiar to veteran Thief players. (link) It should be of no surprised when folks suggest making a change to TDM that fits more closely with Thief when it makes sense. The majority of active TDM players and mission authors I see today are also Thief players. And, besides the folks here on this forum, there aren't many places where the dev team can get player feedback on TDM, especially players who gave up on playing TDM all together. The Thief (including TTLG) community is one of the only places where we can get feedback in general and from veterans of this stealth game type. Feedback I received from a player: This is great news for our community. For our community, more players increase the likelihood of more devs, mission authors, and content creators. For the content creators, more players experience the content they make. That said, I think most agree that TDM is not meant be a 1:1 copy of Thief, and that's a good thing. Changes to TDM should be carefully considered and playtested before release. EDIT: To clarify, addressing player complaints does not mean copy Thief game mechanics. It means that when player complaints are addressed, a solution that is appropriate for TDM is implemented.
  4. Hi. The OpenTouchGaming team, which I represent, would like to know the developers' opinion about the TDM port on android devices. How will they react to the fact that their game will be transferred to portable devices? Would they mind? In what form would they like to see their project; an APK that downloads everything need by itself? Or Just an APK with an engine?(the user himself must upload the necessary data to his device) I'm not a developer, but I know he can port a lot of games to android. Ports of Doom and Quake are already available, as well as ports of games on the Build engine. We also know about rendering, it will not be as easy to do it as with Doom 3, and it will require more resources in hardware. We believe that someday "darkness will cover the staffers with its veil" and on the mobile platform. This is not an announcement of a finished project, but just the beginning of development, if there is something to show in future, I will definitely post it here. Thanks and see in the shadows.
  5. Looking at the code, the originals were "pm_mantle_pull 750" and "pm_mantle_pullFast 450". The new "pm_mantle_pull" value is "400". A "pm_mantle_pullFast" value of "450" would be slower than regular pull, not faster. With both being set to "400", they are at least similar. Other than that, it's subjective and the feedback from playtesters was positive. Also, referenced internally here: https://forums.thedarkmod.com/index.php?/topic/22256-movementcontrols-settings-in-main-menu/&do=findComment&comment=489158
  6. The time has finally come for me to release my 5th mission for The Dark Mod. This project started sometime around 2015-2016 (couldn't find any old files to confirm) with me starting poking on a city mission and for some time I built quite randomly without a plan. I expected I could plot a story later; You can never go wrong with a city section, eh? I had a hiatus and did other projects in my life with model painting and skydiving and mapping became more and more scarce. Now and then I felt an itch to map and some kind of responsibility towards the mod team to produce something, to provide and give something back, if you will. At the start of the pandemic I started building more focused on this misson, but still no exact goal on what I wanted to achieve. Finally I decided I wanted a mission where you follow a person and the mission continued to grow in a linear fashion. I am not the quickest mapper and have severe problems on how to imagine a scene without building it first. This means that I often have to redo scenes and lots of stuff gets unnecessarily built just to be removed later, hence the almost absurd build time (about 1900 hours all in all). Betatesting came about and I got very good tips and feedback and decided to redo a lot of the mission. This need for a rework could have killed my motivation but fortunately, as the map was designed, it only required a modest amount of work and the mission became so much better for it! Sometimes I believe I'm somewhat of the uncrowned king of missions with a bit more unusual and experimental playstyles and this mission also have some elements that isn't used that much. In contrast to some of my other missions though, this one isn't depending on any quirky meter or sun shining down on the player (Reap as you sow *cough*). As mentioned, it is a sprawling city mission with lots of exploring that I hope will satisfy you! So DeTeEff gives to you: Who Watches The Watcher? ver 1.0 https://drive.google.com/file/d/1YYoJJnxr2UbGxemTR-WoWmH64fbazusH/view?usp=sharing The night is creeping over Bridgeport. You squint in the street lights as you trot down the small alley to where you're about to meet your contact. As a man who straddles the line between lawful and outlaw, it's not often you have peaceful interactions with the City watch but as you're about to learn, this time they have more problems on their hands than to deal with petty thieves like yourself. You see the trademark silhouette of a City watch helmet approaching and you make a last take of your immediate surroundings, should you have to flee if things get awry. The guard presents himself as Albert and you listen carefully to his story and you quickly realise that you don't have much to fear from this man; The Citywatch has wrestled with some internal problems lately with missing reports and evidence that disappear. Albert strongly believes they have a mole on the inside that works for the Greynard RoughBoys; a band of ruthless thugs that doesn't hesitate to maim anyone who oppose them. You learn that he thinks the mole is no other than a Sergeant named Clerwick. Your mission will be to find this man, and collect intelligence on his doings for the night. And as it is payday, you should of course also help the inhabitants to carry some of their heavy purses. Mission type: Creepy elements? Undead? Spiders? Thanks to: My wonderful girlfriend who endures my constant talking about mapping and for helping me with readables and story design and some voice lines. Dragofer - Scripting help Springheel - All those modules Sotha - Hangman model Henrik Swenson for providing some ambients Digiffects Sound Library for some custom sound bites Betatesters: Acolytesix Datiswous Duzenko Jaxa Mezla Nort Prjames Shadow Thebigh Wellingtoncrab Wesp5 And a big thank you to the community for keeping the mod alive! I hope I haven't forgotten anyone... Known bugs: -The AI in TDM is inaccurate in some ways. They will sometimes behave strangely when returning to their original routes after being alerted, like sitting on chairs in weird ways or turning in places, especially if they meet another AI in narrow places. I have done my best to adjust these weird behaviours but with the complexity of everything that's going on and the player making different desicions/noise, it's probably impossible to adjust for everything. I believe I have ironed out the last wrinkles I can, with respect to my knowledge/skills. -Frobbing out of boxes/chests/drawers has always been a pain but I think this is largely an error within the code and how frobing works as the frob highlight wants to lock onto the box itself and not its contents. -There seems to be some kind of bug with the skybox, especially in places where there is water reflections present; The Sky/water volume switch between an opaque variant to a more translucent one. Neither is straight up ugly, but it's jarring to see the sky switch (as it seems randomly). I don't know what is causing this, and I have decided to let this one pass (if any players knows what is causing this, please let me know so can I squash this annoying bug. PLEASE POST ANY QUESTIONS/SPOILERS IN SPOILER BRACKETS
  7. In Elixir, wall is not lit, in dark, but when player approaches, it gets lit. Beta3
  8. That sort of tone doesn't fly in our forums.
  9. Is that the one with the really confusing labyrinthine library that nobody's allowed to go into? I always thought that would make an excellent (part of a) Dark Mod mission.
  10. Ok that's why, it's not on the gitlab site. https://gitlab.com/orbweaver/DarkRadiant/-/tree/master/radiant/xyview?ref_type=heads So, I did do the checkout of the Master branch on your Gitlab repo, and tried compiling that on Windows with VS2022. So not sure where to go from here.
  11. Yeah that's weird, as that source file is right there in the source code tree: https://github.com/codereader/DarkRadiant/tree/master/radiant/xyview Maybe I did the checkout process wrong.
  12. oops nope its a single step lacking for the make routine [ 98%] Building CXX object radiant/CMakeFiles/darkradiant.dir/xyview/tools/MeasurementTool.cpp.o [ 98%] Building CXX object radiant/CMakeFiles/darkradiant.dir/xyview/XYWnd.cpp.o [ 99%] Linking CXX executable darkradiant /usr/bin/ld: //usr/local/lib/x86_64-linux-gnu/libgio-2.0.so.0: undefined reference to `g_utf8_validate_len' /usr/bin/ld: //usr/local/lib/x86_64-linux-gnu/libgio-2.0.so.0: undefined reference to `g_source_set_dispose_function' /usr/bin/ld: //usr/local/lib/x86_64-linux-gnu/libgio-2.0.so.0: undefined reference to `g_unix_get_passwd_entry' collect2: error: ld returned 1 exit status make[2]: *** [radiant/CMakeFiles/darkradiant.dir/build.make:2669: radiant/darkradiant] Error 1 make[1]: *** [CMakeFiles/Makefile2:1008: radiant/CMakeFiles/darkradiant.dir/all] Error 2 make: *** [Makefile:130: all] Error 2 but you DEVeNIGHTly solved the -dev problems
  13. Maybe a dark ritual at the start of the mission would be nice.
  14. 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.
  15. So I got back to my desktop and installed the dark mod 2.09a, but when I start it I get a gray screen for a couple of seconds then a black screen. I can hear the music and the menu sounds when I move my mouse but I can't see anything. I tried some things from what I could see in the forums but nothing worked. I have a pretty old GPU but it should run it no problem I believe (a Radeon hd 4850). Things i tried: -Downloading the latest dev build -Downloading the build test15973-8787 -changing glcore from 2 to 1 and to 0 -changing the resolution to 800x600 -starting it in compatibility mode windows 7 -changing glsl -changing shadow to 0 - downloading an executable posted by stgatilov in a post about the same problem (I can't find it anymore) None of this worked and the log file doesn't show any issues. Any idea how to fix this or if I need an older version, because I believe the GPU should be able to launch the game properly at least?
  16. 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.
  17. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  18. VA would be a great panel tech for dark games like The Dark Mod as well, if there wouldn't be the drawback of the slow pixel reaction times, especially in dark scenes (which leads to ugly smearing with moving objects). Unfortunately, it is not even guaranteed with more premium models, as far as I've always read. The only decent monitor in that regard that I've seen is the Samsung Odyssey G7. It's curved though, and that's another issue with VA monitors: They're mostly curved. Again, I think, for now, IPS is the best compromise, if you can get a panel with good contrast ratio, and happen to be lucky with a low amount of IPS glow in your specific model. I also think IPS is the most versatile, because, apart from being decent for gaming, it's also good for image or video editing, if you get one with good colour space coverage. For the future, OLED is surely the way to go, if they go for a cheaper price. That said, burn in still seems to be an issue with OLEDs. As @Xolvix wrote, all panel techs have their pros and cons.
  19. 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.
  20. Figured I'd post this for two reasons: The sheer hilariousness of the sequence and how satisfying it is to watch, and a potential bug report since this is likely not intended and should seriously not be possible. Enjoy the goodness No cheat codes were used and targeting is enabled: I was just trying to annoy the guards after they spotted me, then noticed this is actually a thing I can get away with. What most likely happens is due to me standing on the table, they can't pathfind their way to my location, and since I'm also in total darkness the AI loses track of me. This means that if you climb on any tall object in a dark area, you can hit guards with the blackjack and they never realize you're there, they just stand around screaming in pain and occasionally go searching in a random direction. Obviously the TDM AI will never be highly realistic, but hopefully a tweaked algorithm can be used to prevent such uncanny sillyness from being quite as accessible
  21. I'm working on a new project: The Dark Mod Launcher. Its an application launcher for users/beginners who have difficulties to, run TDM (using start-arguments) and solving TDM operatingsystem errors. First it was made for the new tdm-installer mac, as a launcher to run TDM and the updater inside one application-container. But now i want to expand it, to do more things. Tdm launcher will come in two versions: Lite version: run TDM and TDM-updater.run TDM and TDM-updater with commandline arguments.Normal version - More advanced version run TDM and TDM-updater.run TDM and TDM-updater with commandline arguments.Ideas: screen resolution tester, application logger, Mission remover (outside TDM), etc.Download the work-in-progress-version of the lite or standard version from my google drive and extract the executable in your tdm-folder. Sourcecode of these versions will be publisched on my github repo and google drive) This launcher is inspired by darkloader, thief 4 setup and tdminstaller-win. Are other things you want to add to this launcher?
  22. Dear community, I've been working on porting The Dark Mod natively to FreeBSD. I'm happy to report that at this stage, I have a working thedarkmod.x64 and tdm_installer executables on FreeBSD 13 amd64 (x86-64) with SVN revision 9889 and 2.10 game files. I've been able to play through both default missions as well as several contributed missions. There were minimal changes required to get a working port, including: Fixing the build with Clang, FreeBSD's system compiler (committed in 9889 by Stephan) Fixing up header files and #ifdef's for FreeBSD (attached here) Fixing up header files for zipsync (attached here) Modifying the CMakeLists.txt to use FreeBSD system libraries instead of the pre-built libraries for Linux (working, but still cleaning this up before upstreaming the changes) I hope the portability changes will be accepted upstream. I'll also look to see which CMakeLists.txt changes would be appropriate to upstream, but it is not too much of a problem for me to maintain it locally for FreeBSD. Once most of the changes have landed, I also plan to create a package ("port") with a thedarkmod and tdm_installer binary. Regards, Kevin patch-FreeBSD2.diff patch-zipsync.diff
  23. 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
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