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  1. TDM has tons of textures from "free" texture resources that do not allow redistribution and cannot be incorporated into a commercial project. Someone would need to create a huge replacement pack of textures that do not break the look of existing missions and do not infringe on the copyrighted textures. Also, many artists who contributed to this project do not want 3rd party entities to use their work in commercial projects. They intended the models, textures, sounds, animations to be exclusively used for Darkmod content. You would either have to replace ALL assets or contact every contributor and ask them to re-license their assets. Many contributors are no longer active with the project and haven't visited the forums in years so it would be no easy feat. I cannot speak to Debian policy but I think that they treat installers that add non-free content the same as non-free content itself. One could argue that Steam is such an installer but I guess Debian would counter that there are a few fully Libre games on Steam. I think Debian, Ubuntu, or Linux Mint need to consider a repo that allows for games (etc) that include non-libre content but intentionally offer this content for free to the community with no stipulations other than "don't try to sell it as a product".
  2. The gamepad implementation allows for a great degree of flexibility to personalize settings, aside from a few minor issues that I mentioned here: https://forums.thedarkmod.com/index.php?/topic/22337-gamepad-bindings/ I would say that playing TDM with a gamepad works very well, especially considering that it was implemented as experimental and hasn't been changed since then. If I could, I'd go back to 2021-you and congratulate you on buying that gamepad. I notice that your DarkmodPadbinds.cfg looks very different from mine...
  3. It seems like more and more "thief" and "thief players" is becoming a short hand to dismiss community members earnest desire to improve the game - which happens to be a barely legally distinct "thief style" game which was made by thief fans for thief fans and is "designed to simulate the stealth gameplay of Thief". Who is the predominant player base of the game supposed to be beyond fans of the thief games? Is there some better avenue to find feedback for the game beyond this forum? FOSS and linux forums? I have seen maybe half a dozen posts from that segment. I am a thief fan, I play thief fms, my association with those games is what drives me to play and make things for this game. Are we supposed to pretend the original games are not a huge reason why most of us are here at all? TL;DR version:
  4. Thanks! 1) Doing LONG_PRESS PAD_A (what I, for lack of knowledge, call "jump-mantle" or "_jumpmantle") differs from doing PRESS PAD_A ("_jump"). "_jumpmantle" differs from "_mantle", so they must be mapped to different button-calls. "_jumpmantle" differs from "_jump", so they must also be mapped to different button-calls. This appears to be the case, but it is not evident (or changeable) in DarkmodPadbinds.cfg. "_jumpmantle" seems to be hard coded to always connect to the same button as "_jump" but with a long press. It is as if bindPadButton PRESS PAD_A "_jump" is not actually just binding PRESS PAD_A to "_jump", but rather interpreted as "link PAD_A (regardless of button press time) to behave exactly like keyboard SPACE for short and long presses". I would have expected the default DarkmodPadbinds.cfg to explicitly read: bindPadButton PRESS PAD_A "_jump" bindPadButton LONG_PRESS PAD_A "_jumpmantle" bindPadButton PRESS PAD_B "_crouch" bindPadButton LONG_PRESS PAD_B "_mantle" ... but neither LONG_PRESS PAD_A or "_jumpmantle" is listed in the file. If there are actions "_jump" and "_mantle", I suppose there must also be an action "_jumpmantle" since it is possible for the player to do all those movements: * "_mantle" does the movements "crouch on the high surface, then stand up" * "_jumpmantle" idoes the movements "jump slightly forward, then land standing on the high surface" * "_jump" idoes the movements "jump up, then land exactly where you started" If the actions "_jump" and "_moveup" are not synonymous, then perhaps the action "_moveup" is what i call "_jumpmantle"? 2) Thanks for the link! It was useful in more than one way. I'll link to that page from https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings#Gamepad_Default_Bindings if I can get an account on the wiki, which proved more difficult than i thought (https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/). However, it does not answer my question how to find out the name ("<button>") used for a button on my gamepad. Basically, I would need to press the button on my gamepad and some program could tell me "That button is called 'PAD_A'". In my case, I have a gamepad "Logitech F310" (https://commons.wikimedia.org/wiki/File:Logitech_F310_Gamepad.jpg) which has a "Logitech button" (see image) that I want to use. I was hoping to find out the "button name" for that button and then edit DarkmodPadbinds.cfg to map it to a function. 3) ... but if that button has an "unusual name" that TDM does not recognize, then it may perhaps not work. E.g. if that button is called "PAD_LOGITECH" and TDM cannot recognize that name, then I cannot map anything to it via DarkmodPadbinds.cfg. Using QJoyPad I can map any keyboard key to it instead, as a workaround, but I cannot map MODIFIER to it (since MODIFIER cannot be set to a keyboard key). If current implementation is still called "experimental", then I must say it works very well; @cabalistic: kudos for that! I may not have continued playing TDM had it not worked with a gamepad.
  5. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  6. I see you are trying to make subtitles system more complicated, but I don't understand what's the reason. And I prefer not to add complexity/normalization if not needed. If someone needs visual cues, he most likely needs them for all sounds. Why do you suggest adding another parameter about visual cues to subtitles definitions?
  7. I am going to sort-of reveal that this is loosely like the nature of my upcoming mission. I noted it here when JackFarmer asked about things that are coming along in this post: https://forums.thedarkmod.com/index.php?/profile/37993-jackfarmer/&status=3943&type=status It too is a builder church. The player is requested by a hopefully famous character in another mission to handle some business that is affecting the congregation. I am looking to invoke some info and history laid down in other missions as a hook story.
  8. 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
  9. I created the page: https://wiki.thedarkmod.com/index.php?title=Lightgem In the source I placed the following text: <!-- Page text made by forum user Fiver: https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/&do=findComment&comment=491145 --> Personally I think the page isn't really necessary because the info is already present under HUD.
  10. I think we are already there, except that some people, snatcher and myself, have other definitions of primary actions than others. But as Daft Mugi explained, swapping this for bodies seems to be not easy so we need to live with what we get ;).
  11. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  12. In the first post of the other topic Geep proposed: Then Stgatilov's answer: But I think applying subtitles in different languages shouldn't be too hard I would think, but I don't know how the current translation system works. The engine should apply the correct subtitles based on the applied language setting, this doesn't need a whole new language system I think. Not sure who's going to write those subtitles though. I can only do Dutch and English and nobody needs Dutch I think. I suggest further discussion of this to take place in topic https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/
  13. Creating a new thread for this as it was being discussed in an old beta-testing thread starting here: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/&do=findComment&comment=490751 I suppose the main questions are: when should this spawnarg be used, if at all? why was it introduced in the first place? Can we get it documented properly on the Wiki so misuse isn't propagated? @stgatilov @Dragofer
  14. I've been wanting to post this topic for many months now. It's a continuation to ideas I posted a while back, regarding my wish to create a total conversion for TDM, adding a cyberpunk theme alongside the original steampunk world. The reason for making a new thread is that I have a plan laid out by now, but will need help from the community with it. I wish to know how many people would be willing to help out, so that I may know whether I should start laying out the foundation of this project. I will explain exactly what I plan to do in the form of a FAQ below, so that I can easily cover every aspect. This is going to be long, so make sure you have some time before diving into it! If you want to go straight to the points about what I require and skip the rest, read the titles in red which cover the essential paragraphs. What is this all about?The idea is in part inspired by one of the favorite games in my childhood, DeusEx - The Conspiracy. I used to spend weeks playing through it every few months, drawn by its adventurous story and its dark yet appealing environments. Since the last few years, it's been a dream of mine to create a FOSS cyberpunk stealth game with RPG elements, that would be entirely unique (similarly to how TDM is unique from Thief) yet have the same feel and atmosphere I loved about it (once again like TDM has the same atmosphere as Thief). My earliest thoughts were on trying to achieve this in Xonotic, which is a GPL licensed arena-type shooter I've been a long time contributor to. Of course I eventually abandoned the idea... mostly given that Xonotic has no features for single-player mechanics, such as saving / loading or any kind of AI except bots treated as real players. Then more than two years ago, I finally discovered The Dark Mod. After playing it for some time, I quickly realized it's by far my best option to making such a project come true. Why The Dark Mod, instead of building the game from scratch? It was designed to be a steampunk stealth game after all!The first reason why I want to use TDM as a basis is that it already has every crucial mechanic I need, in terms of AI and interaction and world programming. It does of course lack a lot of the features I ultimately hope to include, although most are optional and I could attempt scripting them at a later stage... for now little to no game code chances would be required. The most significant features are the AI (very advanced and intelligent), carefully balanced gameplay plus other common ideas, as well as the mapping system with its intelligent area portals. It should also be considered that while I'm usually a competent contributor, I'm terrible when it comes to programming something from the ground up, so there's no other way this could happen as a FOSS project unless I hire an entire team. The project aims to be a stealth game that works the same way after all, so why not? To exemplify what I mean: You can open DarkRadiant and build a medieval town with a tavern, then add a guard patrolling the tavern with a bow and a sword. In the conversion, you'll be able to build a futuristic city with a club, and have a guard patrol that club with a knife and a rifle. In both cases, the AI will do exactly the same things with equally correct results: The guards take the same patrol routes, chase after the player the same way, vocally alert one another in the same fashion, and search rooms and hiding spots as efficiently once the player disappears from view. There is no "medieval patrol style" versus "futuristic patrol style", the choices and decisions are exactly the same! The only considerable difference will be the assets and animations and settings. The second reason is that I'm a fan of the idTech engines as well as gtkRadiant based editors. idTech 4 is in fact one of my favorite engines in the line, due to how intuitively it was designed at its core and how much it pulled off during its day. Its only problem is that it hasn't had as many developers forking and modernizing it, unlike idTech 3 with say Daemon engine (for Unvanquished)... that is of course not its fault, and in part due to being open-sourced much more recently in comparison. How exactly would the mod work? Are you thinking of creating your own TDM fork?I don't plan to create an actual fork of TDM, which would be impossible to maintain on my own and only divide the community and its efforts. My plan is to create a mod that will run on top of vanilla TDM, adding new content without affecting any of the existing functionality. The mod would be distributed as one or many pk4 files, which are simply dropped into the main directory next to the stock pk4's! Its assets will be grouped under the mod's own name, so that they're always distinguishable from the normal ones... just like every default component is listed in a "thedarkmod" directory inside DarkRadiant, they would be listed in a "howeverthiswillbecalled" group. Once you have the pk4(s) of the mod inside your TDM installation, normally download any mission using them it in order to play it! So missions will be able to use entities and assets from both stock TDM and this mod?My plan is to allow that, and nothing should prevent maps with mixed assets. Keep in mind however that I ultimately want the mod to be independent, and encourage relevant missions to only use textures and entities included with it rather than a mix! If you take out every single stock TDM asset (excluding md5anim's which will be reused) the mod will be expected to work on its own. Will the new assets also be non-commercial?Unlike vanilla TDM, I don't wish to include any CC-*-NC and CC-*-ND assets with the mod. That's primarily because I find them limiting, and feel that they ruin the openness of the project. Is there a name for the mod yet?I've been thinking about it but haven't fully decided so far. I want it to be something familiar and related to TDM; Initially I wanted to call it The Dark Modern, but that sounds rather silly. The name I'm considering now is The Dark Machina, which retains familiarity with TDM and is also more theme relevant... further suggestions are appreciated. What is the benefit for the community? Why should anyone put any effort into this?The project is targeted to everyone in the TDM community who alongside a steampunk stealth game, would enjoy a cyberpunk stealth game of equal or greater visual fidelity... with exactly the same base gameplay and core functionality, but an entirely different world and atmosphere. The project will be publicly available on a Git repository of its own (most likely Gitlab), and anyone will be able to easily install it on top of vanilla TDM. Simply put: If you help and things go according to plan, you'll have a triple-A scifi game inspired by the look and feel of the DeusEx series, just as you currently have a triple-A game victorian game inspired by the look and feel of Thief. What do you need help with exactly? What would others have to do?Obviously I'm not asking others to do the work for me. But at the same time, it's not something I can just go ahead and do on my own either! For this reason I've come up with a plan, which would allow contributions to happen gradually whenever someone willing to dedicate their time to helping adds something new. This is mainly a call to existing TDM developers, who know best how to export and define new assets. If the project takes off, based on the answers I get in this thread, the starter plan is as follows: I will be creating two Git repositories. One will be the official repository of the mod, which will contain assets in working format and condition... the other will contain images, sounds, blend files, and other resources in their native format. This will include freely licensed assets I find on the internet, which I will hand pick and tweak to make sure they're in the readiest state possible, then sort them in a way that's easy to work with. Most will be taken from http://opengameart.org and http://www.blendswap.com and I'll likely use a few things from Xonotic altogether! The assets included in this repository are to be exported and / or converted to TDM compatible formats, then included in the real mod repository. A list will be maintained in order to keep track of which assets have already been ported. Every ported asset can be issued as a pull request, or sent to me personally in case the contributor doesn't have access to the Git service that will be used. The rigging, exporting, and conversion processes are what I require the community's help with! As far as models textures and sounds go, no new content will need to be created... I plan to use freely licensed resources which are already available and plenty, enough to create a full mod out of. Obviously I'll be doing some of the exporting and definition writing myself, but since there will be so much new content I can't do it all on my own... unless I dedicate every waking hour of my life to it for over an year, which would be more than I can handle TLDR: I'll be compiling a repository of game-ready assets, such as textures and models and sounds. Anyone who wishes to help is only asked to pick them up, adjust the TDM specific necessities (exporting to md5, creating material definitions, etc) and publicize the results for inclusion. So no new content is going to be needed?For the most part, no. There is only one exception to this rule: Voices. As they're something TDM specific, they have to be created to match the world and what's happening in it. They are however not a priority, and can happen at a later stage in the project. Until then we can live with a few cyborg troops saying things like "in the name of the Lord Builder, you shall go to the gallows, you heretic" Other than that, I will eventually want to add new functionality. Including a Minecraft type inventory system, computer chips the player can install into their suit or body in order to gain enhancements (modules / augmentations / whatever), and most importantly a re-implementation of the interactive touchscreens in Doom 3. Those are however even more distant needs in comparison, and not what this thread will focus on at this point... I plan to look into such once I'm sure there are enough contributors to be certain this is happening altogether. What do you need done for each type of asset explicitly?Here is a list of every new asset type the mod is going to introduce, and the steps I estimate to be required for each: Characters: I will be offering the blend files of all characters scheduled for inclusion. They will contain the mesh, textures, as well as the rig that the character comes with (if available). Steps to be taken include: Rigging the character to the TDM animation skeleton after using the original rig for initial posing (including face rigging), generating the shadow mesh, making sure polygon count is within acceptable limits, and finally exporting to md5. Lastly, generating and tweaking the character definitions (stats, team, social status, voice, etc) and the material definitions for the character's textures, which should be all that's needed for the model to become a working character. Notice: I'll be preparing a blend file containing the simplified / optimized TDM rig in order to ease the process, including the face rig which I remember had to be extracted from existing characters. Models: A similar process would be needed with static models and simple entities: They will be distributed as blend files which include the model and texture, and need to be exported to ase / lwo, with entity and material definitions in place. Textures: Most will likely be distributed as jpg and png, and will need to be converted to dds and tga. The material definitions will need to be created as usual. Sounds: Will be distributed as wav or ogg, which normally don't need to be converted. Sound definitions need to be created however.As far as specific TDM functions go, this is how I intend the modifications to work per component: Weapons: The plan is to keep each weapon the same in terms of purpose and functionality, and mainly modify the models animations and sounds. The same core code will therefore be used by each, but new entity definitions should be made in order to not affect maps using the existing items while the mod is installed. Menu: When a mission intended for the mod is installed, the main menu will use different textures and a different background song... no modifications to the entries or functionality will be made otherwise. I'm uncertain as to how this can be achieved, although it is lower on the priority list.What will be the modern equivalent of existing TDM items, as well as new content?Like I said, I plan to keep the functionality and purpose roughly the same, at least for a while. Therefore items will serve the same goals, and work almost exactly like the existing ones in TDM... it will be basically the names and appearances that change. The important replacements I currently have planned include: Weapons: Blackjack becomes Police Baton or Taser. Sword becomes Knife. Bow becomes Crossbow or Sniper (arrow types and behaviors unchanged). Items: Lantern becomes Flashlight or Keychain Light. Telescope becomes Binoculars. Compass remains Compass. Snake and Triangle lockpicks become Physical and Electronic lockpick (mechanical doors are unlocked with the first, electronic doors with the later). Potions become Medkits, Syringes, or special types of enhancements.As far as completely new content goes in regard to items and entities, here is a rough list so far: Books & Notes: Alongside the existing books and notes, laptops / smartphones / tablets will be added. They are unrelated to future plans for interactive screens, and simply refer to new types of visuals for readable items found throughout the world. Lighting: The replacement to existing candles and torches will mostly consist of desk lamps, particularly neon and LED based ones. Characters: A similar structure of factions will be followed, compared to the existing guards + thieves + civilians + beggars + nobles. In this case the main categories will be: Police (ideally different suits for various units), gang members (once again different clothing for each gang), with modern looking civilians of various classes. There will also be entirely new outfits covering jobs existent in modern times, such as scientists or industrial workers. Robots: The existing code behind the Steambot will be used to implement multiple kinds of security drones patrolling an area. Especially in early stages before new scripts are considered, they can have the same function of only sounding an alarm when the enemy is spotted. Props: There will be various modern props added throughout the world, depending on what content I find. This will include: Flaming barrels for poorer areas, futuristic cars and bikes parked on the sidewalks, televisions that play videos (in case itTech 4 allows video textures), and the list goes on.Closing thoughts:First of all, thank you for reading this enormous post, regardless of whether you wish to support the project or not. This is something I've dreamed of creating for a while now, and I really hope at least a few artists out there are willing to support it! Please leave your thoughts if you want, as well as voting on the pool so I can more easily estimate the help I may expect.
  15. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  16. 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
  17. That sort of tone doesn't fly in our forums.
  18. 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?
  19. 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.
  20. 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.
  21. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  22. 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.
  23. 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.
  24. 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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