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  1. Carnage

    Free games

    Quite a few people probably don't know or don't remember that the Epic Store is giving away free games every week. As most people have very busy lives nowadays it can be difficult to remember to check the store every week. They have been giving away some pretty good games and it would be a shame to miss these. Therefore I will try to update this post every week with the games they are giving away until they stop doing it. This is obviously meant for people that are interested in downloading something from the Epic Store. This week you can download: The End Is Nigh https://www.youtube.com/watch?v=V8DUps2QKA0 The End Is Nigh is a sprawling adventure platformer where you die a lot, but that's ok because you are probably already dead anyway. https://www.epicgames.com/store/en-US/product/the-end-is-nigh/home ABZU https://www.youtube.com/watch?v=e9d8YjpJgiU From the art director of Journey® and Flower®, ABZÛ is a beautiful underwater adventure that evokes the dream of diving. https://www.epicgames.com/store/en-US/product/abzu/home
  2. Hello, all. I've decided to post some lists of royalty-free music from Kevin MacLeod's well-known site Incompetech.com, lists that include tracks and themes chosen as potentially useful for The Dark Mod mission creators. Mr. MacLeod's made plenty of really good royalty-free music over the years, including various ambient themes and other music that could work pretty well in The Dark Mod. From what I know and remember, there's already been a fair few released FMs that used a few tracks from MacLeod's archive, so he is not unknown to the TDM community. The older (and fully usable) version of MacLeod's site is here and another archive of his royalty-free music can be found here (on Wikimedia Commons). I've added the links as well. As of April 2024, I have also added links to the official YouTube uploads of the individual tracks, all part of MacLeod's official YouTube channel. For the sake of easier reading and finding a song in the lists below, I've arranged them all in alphabetical order. Religious / churchly ambients Types of settings: Builder churches, chapels, cathedrals, monasteries, abbeys, etc. Various solemn and calm religious ambients. - Agnus Dei X (YT link. Somber but livelier in places, male and female choir vocals in muffled Latin.) - Bathed in Light (YT link. A rather soothing ambient, I suppose it could work inside a pleasant-seeming Builder church, including as a place of relief in a scary mission.) - Gregorian Chant (YT link) - Lasting Hope (YT link) - Midnight Meeting (YT link) - Organic Meditations 1 (YT link) and Organic Meditations 2 (YT link) - Rites (YT link) - Private reflection (YT link) - Supernatural (YT link. Good for an abandoned church, spooky candle-lit catacombs, etc.) - Virtutes Vocis (YT link) Potentially: - Tiny Fugue (YT link) - Toccata and Fugue in D Minor (YT link. Famous organ composition by Bach, IMHO might sound too Barocque for a late-medieval style setting, but good for a hint of eerieness.) Spooky / horror / ominous ambients Types of settings: Crypts, catacombs, haunted caves, eerie ruins, lairs and places where undead and other monsters roam, etc. Some of the more industrial-sounding ones could also be useful for missions set at factories or warehouses occupied by criminal gangs, and so on (i.e. also for non-supernatural threats and non-supernatural creepiness). - Aftermath (YT link), WiCo link) - Ancient Rite (YT link, WiCo link) - Anxiety (YT link, WiCo link) - Apprehension (YT link, WiCo link) - Blue Sizzle (YT link, WiCo link) - Bump in the Night (YT link, WiCo link) - Chase Pulse (YT link, WiCo link) and Chase Pulse Faster (YT link, WiCo link. Both could work in some ghost-haunted location, with ghosts pursuing the player.) - Classic Horror 3 (YT link, WiCo link. Good for a haunted house, manor house or other private household interior.) - Crypto (YT link) - Dark Pad (YT link) - Dark Standoff (YT link) - Darkness Speaks (YT link. Shorter sting, good for a scripted creepy event.) - Decay (YT link, WiCo link) - Deep Noise (YT link, WiCo link) - Digital Bark (YT link, WiCo link) - Distant Tension (YT link, WiCo link) - Dopplerette (YT link, WiCo link) - Echoes of Time 1 (YT link, WiCo link) - Echoes of Time 2 (YT link, WiCo link) - Fire Prelude (YT link) - Gathering Darkness (YT link, WiCo link) - Ghostpocalypse 1 - The Departure (YT link) - Ghost Processional (YT link) - Ghost Story (YT link, WiCo link) - Grave Matters (YT link) - Heart of the Beast (YT link, WiCo link) - Himalayan Atmosphere (YT link. Eerie theme, could work in some ancient ruins.) - Ice Demon (YT link, WiCo link) - Irregular (YT link) - Land of Phantoms (YT link) - Lithium (YT link) - Long Note 1, Long Note 2 and Long Note 3 - Medusa (YT link) - Mind Scrape (YT link) - Mirage (YT link) - Nervous (YT link, WiCo link) - Night Break (YT link, WiCo link) - Ominous (YT link. Shorter ambient, but pretty spooky.) - One of Them (YT link, WiCo link) - Ossuary 1 (YT link) - Ossuary 5 (YT link) - Ossuary 6 (YT link) - Penumbra (YT link, WiCo link) - Political Action Ad (YT link. Yes, a song for this concept has such an ominous atmosphere. ) - Redletter (YT link, WiCo link) - Right Behind You (YT link, WiCo link) - Satiate - strings version (YT link) - Spacial Harvest (YT link) - Spacial Winds (YT link, WiCo link. Might be good for Middle Eastern themed scares.) - Spider Eyes (YT link. This could work well inside a household, or inside some public building.) - Supernatural (YT link. Calmer melody, good for a haunted religious buldings and its grounds.) - Sunset at Glengorm (YT link and YT remastered link) - Steel and Seething (YT link) - Tenebrous Brothers Carnival - Mermaid (YT link. Sounds serene, but is rather creepy and tense, maybe underground/underwater ruins.) - The Dread (YT link, WiCo link) - The Hive (YT link, WiCo link) - The Voices (YT link, WiCo link 1, WiCo link 2. Very otherworldly, good for some haunted area or other dimension.) - Unnatural Situation (YT link) - Unease (YT link, WiCo link. Would sound best in a manor house, museum, or other fancy interiors.) - Unseen Horrors (YT link, WiCo link) - Very Low Note (YT link, WiCo link) Tension-building / mysterious / general ambients Type of setting/situation: General ambients, especially in parts of FMs where the plot thickens and some coded development is triggered that makes for a new "act" in the overall story of the mission. (Imagine the likes of moonbo's missions and how they're structured and you get a bit of an idea.) - Air Prelude (YT link) - Awkward Meeting (YT link, WiCo link. Our thief hero or heroine meets an ally or informant for a bit of chit-chat.) - Blue Sizzle (YT link, WiCo link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Calmant (YT link. A calm, quiet piano theme, but it has an air of mystery and isolation. An emotionally neutral, uncertain theme.) - Crypto (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Dama-May (YT link. A bit of a peculiar tense theme, but some might find some uses for it.) - Dark Times (YT link) - Disappointment (YT link) - Disconcerned (YT link) - Dopplerette (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Dragon and Toast (YT link) - Enter the Maze (YT link) - Fantastic Dim Bar (YT link) - Fire Prelude (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Frozen Star (YT link. Exploring some long-lost ruins, mysterious compound or complex, it's soothing but creepy.) - Ghost Processional (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Gloom Horizon (YT link) - Grave Matters (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Greta Sting (YT link. A short sting, under twenty seconds, useful for revelatory scripted scenes and building suspense.) - Grim League (YT link) - Heavy Heart (YT link) - Industrial Music Box (YT link. Somber and personal, reminds me of the music box theme we already have in the game.) - Interloper (YT link) - Invariance (YT link) - Irregular (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness/mysteriousness.) - Isolated (YT link. A calm, somber ambient, for thoughtful situations. A bit more modern and guitarry-sounding, but could work in TDM.) - It Is Lost (YT link, WiCo link. Maybe a theme for exploring some mysterious underground ruins ?) - Lamentation (YT link. Maybe a castle or manor house household where bad events transpired.) - Lasting Hope (YT link) - Lithium (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Long Note 1, Long Note 2 and Long Note 3 (YT link 1, YT link 2, YT link 3. These are IMHO versatile enough both for tension-building and mild creepiness.) - Lord of the Land (YT link. Maybe usable as a quiet background theme while sneaking through a busier castle or manor house.) - Lost Frontier (YT link. Exploring some city or castle ruins in The Empire that seem majestic at first glance but could hide a darker secret.) - Mourning Song (YT link) - New Direction (YT link. Very interesting ambient, could work well for a slow-burning urban noir atmosphere and doesn't sound modern.) - Night of Chaos (YT link) - Night on the Docks - piano version (YT link. Part of a trio of slow noir themes, the others use a sax and trumpet. This is the only one of the three that sounds pre-1900 compatible.) - On The Passing of Time (YT link, WiCo link) - Oppressive Gloom (YT link) - Overheat (YT link) - Quiet Panic (YT link. Short and quiet, good for tension-building, including for scripted events.) - Relent (YT link. The clarinet in this one might be slightly anachronistic, but it's an interesting contemplative melody.) - Road to Hell (YT link) - Satiate - strings version (YT link. This one's IMHO versatile enough both for tension-building and mild horror.) - Satiate - percussion version (YT link. This one's IMHO better purely as a tension-building theme.) - Scissors (YT link. This would be an excellent theme for a mission set at a factory, inventor's workshop or a warehouse.) - Shores of Avalon (YT link. Quieter tension-builder.) - Simplex (YT link. A pretty good one, though some of the quieter beats are a bit more electronic.) - Spacial Harvest (YT link. This one's IMHO versatile enough both for tension-building and mild horror.) - Spring Thaw (YT link) - Stay the Course (YT link) - Sunset at Glengorm (YT link and YT remastered link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Temple of the Manes (YT link. I'd imagine this could work in an atmospheric mission set inside a castle or fortified manor house.) - Tempting Secrets (YT link) - Tenebrous Brothers Carnival - Intermission (YT link. Tense but melodic theme, with some heavy background percussions.) - The North (YT link) - Thunder Dreams (YT link) - Tranquility (YT link. A longer and very calm ambient theme, but has an air of mystery and strangeness.) - Unanswered Questions (YT link) - Unnatural Situation (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Unpromised (YT link. Can work both in an urban and a rural/wilderness environment.) - Very Low Note (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness, would be ideal for a cave or basement.) - Winter Reflections (YT link. Good for a mission set during a snowed-in winter night.) Period instrument background music (stylistically European) Types of settings: Taverns, village scenes, town life, feasts, scenes among commoners or nobles. Mostly stuff with a calm and cosy atmosphere. - Achaidh Cheide (YT link) - Angevin B (YT link. This one sounds a bit more aristocratic or courtly, good for a feast or public event.) - Danse Macabre - harp version - Errigal (YT link. This one sounds a bit more aristocratic or courtly, but it's a good secular piece of music.) - Evening Fall - harp (YT link) - Folk Round (YT link) - Heavy Interlude (YT link. Short but really cool, IMHO could also work for a background scene of two AI characters sparring for fun.) - Master of the Feast (YT link. Good for a scene with at least two or three musicians and multiple noble/patrician characters attending a feast.) - Minstrel Guild (YT link) - Midnight Tale (YT link) - Old Road (YT link) - Pale Rider (YT link) - Pippin the Hunchback (YT link) - Suonatore di Liuto (YT link) - Teller of the Tales (YT link) North African, Middle Eastern and other "exotic" background music Types of settings: The TDM universe's analogues of the Mediterranean, North African, Middle Eastern regions, and other "exotic" locations. - Asian Drums (YT link. Could work for a Middle Eastern or North African style mission, good slow, tension-building ambient theme.) - Cambodian Odyssey (YT link. This is better suited to a south Asian or southeast Asian setting, but could work in a Middle Eastern locale as well. Tense theme, quiet percussions.) - Desert City (YT link. Could work for a Middle Eastern or North African style mission, good all-around urban ambient theme.) - Drums of the Deep (YT link (shorter) and YT link (longer). Could work for a Middle Eastern or North African style mission, good tension-building ambient theme.) - East of Tunesia (YT link. Could work in a mission with either a Mediterranean or North African style environment, e.g. a port city.) - Ibn Al-Noor (YT link. Good for a Middle Eastern or North African style mission, especially for a palace or public event environment.) - Lotus (YT link. Good as a general ambient theme for a Middle Eastern or North African style mission, or some other exotic locale.) - Mystery Bazaar (YT link. Another good one for a Middle Eastern or North African style mission, ideally some marketplace or square.) - Perigrine Grandeur (YT link. Middle Eastern style percussions interspersed with a grunge-like tune reminescent of those from Thief.) - Tabuk (YT link. Slow, but slightly more dramatic theme for a Middle Eastern or North African style environment.) - Tenebrous Brothers Carnival - Snake Lady (YT link. Has a Middle Eastern feel to it, very good for building suspense and tension.) Wilderness / nature ambients Types of settings: Outdoor areas with groves, forests, rivers, small lakes, mountain valleys, caves. Potentially also some Pagan villages and camps. - Black Bird (YT link. Tribal type stuff.) - Dewdrop Fantasy (YT link and YT link) - Kalimba Relaxation Music (YT link. Maybe could work in a cave or similar environment ?) - Evening Fall - harp (YT link) - Firesong (YT link. Tribal type stuff.) - Intuit (YT link. Tribal type stuff.) - Healing (YT link. I think this one could also work in an urban environment.) - Heavy Heart (YT link. Also works as a general ambient theme.) - Magic Forest (YT link) - River Flute (YT link) - Moorland (YT link. Could work for an isolated Pagan tribe village.) - Shamanistic (YT link) - Spirit of the Girl (YT link) - Thunderbird (YT link) - The North (YT link. A very short but looping theme, IMHO also works as a general ambient theme.) - The Pyre (YT link) - The Sky of Our Ancestors (YT link) - Unpromised (YT link) - Very Low Note (YT link. IMHO very good for a cave or cave system.) - Virtutes Instrumenti (YT link) - Willow and the Light (YT link) - Winter Reflections (YT link. Good for a mission set in winter or in some cavern strewn with magic crystals.) Non-serious bonus suggestion - Crunk Knight (YT link. When the Bridgeport City Watch throw an annual office party :-))) ) Giving MacLeod proper attribution if you chose to use this music in your mission Each song comes with an attribution quote that you need to include if you're going to use any of this music in your fan mission. If there is a final credits sequence in your mission, or you can include this quote at least as part of the mission's release notes, please do so. Though you can buy a license from Kevin and don't need to use attribution, all of this music is for free, as long as you give him credit. The credit-giving (attribution) is as follows: Name of Song Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ Replace "Name of Song" with the actual name of the song, keep the rest of the quote in this format and include it in your "free music used" credits for your mission, and you're golden. Final note from me If you've found some other good tracks in Kevin's musical archives that could fit the tone of The Dark Mod and its setting and would like to include them in this list, please let me know and I'll update this post. Don't send me a personal message, just post your suggestion in this thread. Thank you ! I sincerely hope these lists will be of at least some use to mission builders. Good luck ! If you want to seek out non-MacLeod royalty-free music and public domain music, I've started a thread for that as well. Not too many download links yet, but it's meant to give you inspiration what sort of ambients or period music you could search for.
  3. TDM 2.12 is ready for beta test This is how to get beta versions: Upgrade from any version (fast): 1 - Start tdm_installer in darkmod folder. 2 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.12 list, should look like "beta212-NN". 3 - Click on "Refresh" button to ensure that it is not going to download too much stuff. 4 - Continue installing with "Next". Fresh install (slow): 1 - Create darkmod folder anywhere you like. 2 - Download the TDM Installer from downloads section of the website. Extract tdm_installer executable from the downloaded ZIP and place it into your darkmod folder. 3 - Start tdm_installer (in case of Linux, first edit file permissions to allow executing it). 4 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.12 list, should look like "beta212-NN". 5 - Continue installing with "Next". In general, upgrade is recommended over fresh install. If you don't want to lose your current TDM installation, then you can copy the whole TDM directory and upgrade the copy. This way you can have both 2.12 beta and 2.11 at the same time. At the end of installation, tdm_installer resets your config by renaming darkmod.cfg to darkmod_{datatime}.cfg. This is a recommended procedure on upgrade, otherwise you are likely to have issues due to old config. If you need your old config for some reason, you can always find it in darkmod folder. 32-bit builds of TDM are deprecated, so they are not present in beta versions. They will be added at the very end of beta phase. Notes 1 - Please try to be specific when reporting a problem. What you were doing, where you were when the problem occurred, can you reproduce it, etc. This wiki article provides many suggestions for good bug reports. 2 - Make sure to check every mission for update just before playing it. We expect to apply small tweaks to missions during this beta phase. 3 - This effort is to find out if we broke anything in TDM with our 2.12 changes, if a new 2.12 feature isn't working correctly. We won't be trying to fix bugs that have been around for a long time. Instead, we will create an issue in bugtracker (if not yet present), to fix it after beta. 4 - If you find something wrong, it would be helpful if you report whether the issue happens in 2.11 too. By the way, you can easily get 2.11 version: just copy your darkmod folder and run tdm_installer on the copy, selecting "release211" on the custom version screen. Thank you for testing !
  4. I've seen fun workarounds like that in other game modding as well. Years ago, maybe even a decade, some fella who was making a mod for Mount & Blade over at the Taleworlds forums revealed that he put invisible human NPCs on the backs of regular horse NPCs, then put the horse NPCs inside a horse corral he built for one of his mod's locations/scenes and then did some minor scripting, so the horses with invisible riders would wander around the corral. The end result was that it looked they're doing this of their own will, rather than an NPC rider being scripted to ride around the corral slowly. Necessity is the mother of invention. I don't know about the newest Mount & Blade game, but the first generation ones (2008-2022) apparently had some sort of hardcoded issue back in the earlier years, where if you left a horse NPC without a rider in its saddle, the horses would just stand around and wait and you couldn't get them to move around. Placing an invisible rider in their saddles suddenly made it viable again, at least for background scenes, of riderless horses wandering around, for added atmosphere. First generation M&B presumed you'd mostly be seeing horses in movement with riders, and the only horses-wandering-loosely animations and scripting were done for situations when the rider was knocked off their horse or dismounted in the middle of a battle. Hence the really odd workarounds. So, an invisible NPC trick might not be out of the question in TDM, even though you could probably still bump into it, despite its invisibility.
  5. "...to a robber whose soul is in his profession, there is a lure about a very old and feeble man who pays for his few necessities with Spanish gold." Good day, TDM community! I'm proud to release my first FM: "The Terrible Old Man", an adaptation of H.P. Lovecraft's short story of the same name. This is a short, 30-45 minute mission in which you are the getaway driver in a team of three small-time thieves. You and your associates were fortunate enough to overhear rumors of a famously wealthy and frail old man, but things change when your cohorts do not return from what is supposed to be their easiest and most lucrative job. Now it's up to you to brave the old man's house and find your associates. Download: The in-game mission downloader TDM Website's Mission Page Dropbox Special Thanks: The kind beta testers: Cambridge Spy, stgatilov, xlm, wesp5, nbohr1more, and Dragofer. peter_spy and Dragofer for answering my endless barrage of editor questions while learning DR. The TDM Discord for their warm welcome. Ending stinger courtesy of Zapsplat. Content Warnings: Enjoy!
  6. Description: The venerated Judge Malffourt lives in a fine house in an immaculate neighborhood of Bridgeport. But rumors have been spreading about Malffourt; something about a bribe? There is only one way to find out... Download Link: https://storage.googleapis.com/krrg-tdm/indangerofjudgment.pk4 Special Thanks to my beta testers for their great feedback! (Bienie, Cambridge Spy, Shadow, VanishedOne, acolyte6) Screenshots Helps and Hints: Author's Notes: This is my first ever fan mission, built over a period of ~6 months. I hope you enjoy playing it as much as I did building it!
  7. Tried to install version 2.12 and got > Couldn't download 'newjob.pk4'. Aborting. I hope you can fix it, I know nothing about this game, just found it recently.
  8. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  9. Ever since I worked on "Chalice of Kings" with Bikerdude, I have wanted to get flame particles with new particle glares into the core mod. My reasoning was that the candles have glares and the un-glared torches look mismatched. This proposal was met with mixed reactions, so (knowing the history of TDM feature proposals...) I have created a technical demo. You may download it here: zzz_flameglare.pk4.txt (fixed) Just rename without the .txt extension at the end and place it in your Darkmod directory. Here are some screens. Using particles for this is probably the wrong way to go now that Duzenko has an emissive light feature in his branch: http://forums.thedarkmod.com/topic/19659-feature-request-emissive-materialsvolumetric-lights/
  10. TDM Modpack v4.0 This new version of the Modpack is intended to be a long-term release. The Modpack is mature and stable enough to stay for some time how it is today, right where I want it to be: the foundation on which you build your favorite set of Mods for The Dark Mod. Good care was put to make sure the mods included in the Modpack stay true to TDM and neither the missions nor the gameplay are altered in any relevant way. Yes, we have more tools and skills at our disposal but it is up to you, the player, to make use of them or not. Play The Dark Mod your way. Compatible with 2.12 ONLY If you have previous versions of the Modpack I suggest you start fresh: disable and delete old mods. Use the mods included in version 4.0 from now on. TDM 2.12 introduces a great new feature and we can now have different mods from different sources running in parallel. Thanks @MirceaKitsune for pushing! Thanks @Dragofer for opening this door! What's more for 2.12 internal resources for mods have doubled and we can now load more mods than ever before and we are grateful for this! Thank you, @stgatilov! What's new in version 4.0? Starting with this release I am getting rid of the individual versioning and all mods are now at the same version (4.0 in this case). "TDM Modpack" is now the name of the project and the previous main "pack" has been split into two standalone mods: "Core Essentials" and the "Skill Upgrade". (The Skills are further split into their own packages and if you don't want a particular skill just look for the relevant pk4 and remove it). SHOULDERING BOOST - Decommissioned In TDM 2.12 we can now mantle while carrying bodies and the "Shouldering Boost" mod is no longer relevant and it has been decommissioned. In this new release of TDM we can also mantle while carrying objects therefore double thanks to @Daft Mugi for these quality of life improvements. Truly appreciated, thanks! SIMPLE SUBTITLES - New! Work on the subtitles is in progress and for the next version of TDM it is expected that players will be able to customize how subs are displayed on screen but until then, this new standalone mod offers an alternative for players looking for a rather simplistic presentation. Enable "Simple Subtitles", go to the audio settings and set the scope you prefer: Story [default]: Story only On: Story and general speech (Give it a try!) Off: Disable subtitles You can find more details of the mod in the opening post or in the readme included in the download. We must thank @Geep, @datiswous and @stgatilov (among other contributors) for the good work on the subtitles so far! Well done, guys! SMART OBJECTS - Present and Future Sometimes it is difficult to tell if an object is being held or not and the "Smart Objects" mod (now part of "Core Essentials") gets a little update and whenever you manipulate an object three dots [...] are displayed on screen: These three dots are a placeholder for real names, something I plan on addressing as a separate mod in the coming weeks... Here is the relevant topic: Nameless objects... a missed opportunity Stay tuned. INVENTORY MENU - Reworked The TDM user interface suffers from gigantism in some areas and the inventory menu has been re-worked and it is now delivered in a more compact format: The menu is 15% smaller and while the text has the same size as before item names are sometimes cut and I added a tip at the bottom to make sure the full name is always available. The updated menu is part of the "Core Essentials" mod. MINOR TWEAKS In each release of the Modpack I always tweak something and in for 4.0 I changed many things internally. You shouldn't notice any of the changes but it is worth giving the improved Whistle Skill a try... Here is the full changelog: • v4.0 New release - Major reorganization and global revision: Compatible with TDM 2.12. - All mods now share the same version (4.0 in this case). - Previous "Modpack" split into "Core Essentials" and the "Skill Upgrade". - Skill mods presented in their own, standalone pk4. - CORE ESSENTIALS: New, re-worked inventory menu. - CORE ESSENTIALS: New high mantle sound for our protagonist. - CORE ESSENTIALS - LOOT ANIMATIONS: Added scroll animation for paintings. - CORE ESSENTIALS - SMART OBJECTS: Display onscreen a subtle signal (...) when holding an item. - CORE ESSENTIALS - SHOULDERING BOOST: Mod decommissioned (alternative included in TDM 2.12) - SKILL UPGRADE - MANIPULATION: Improved script, smaller footprint. - SKILL UPGRADE - DISTRACTION: New approach (again). - HUNTER BOW: Increased radius of gas arrow effect. - BASIC SUBTITLES: Initial release. That's pretty much it for now. Thanks site admins, developers, mappers, modders and members of the community but more importantly, thank you taffer, for playing and supporting The Dark Mod. The download can be found in the opening post. Cheers!
  11. Since I'm bored and haven't posted in a while and yet still finished Thief 4 a few times, I feel compelled to post. In response to a number of observations @Rio_Walker made: Seeing your hands and all the animations newGarrett would do was fun... at first. But given all the looting and environmental interactions the game has it really did slow things down a lot, especially when the game would occasionally realign the player just perfectly before playing an animation to open a drawer. If they had an option to disable these animations or speed them up significantly I'd have been happy. I've played using the Custom difficulty with the option to disable focus and the experience is kinda mixed. While it does make things a bit more traditional without the superpower ability to find loot more easily, it does seem like the game is designed very much for focus and disabling it can hide things you never even knew were present. If it weren't for the focus for example, I would never have noticed the "special" candles hidden around the city that talk when you light them. This game reminds me of a movie that has been reshot several times with footage from separate reshoots blended together with bad editing. It's painfully clear the story has been chopped and changed over the many years of its development and there's assets in the game that clearly had greater importance in a previous iteration but for which their plot points were cut. The most obvious example is the automatons. There's a dude who provides missions on obtaining pieces for one he's building, but apart from that there's also signs in other areas they had more importance (e.g. you see rooms full of them when going up an elevator, the Baron has disassembled ones on tables in his cutscene, etc.) Some plot elements just feel not fleshed out because they had to cobble together something to create this Frankenstein's monster of a game from so many elements. The ending sucks and is incredibly abrupt. Do we even know what the deal is with that half-built ship? Probably another abandoned plot point. With all of its problems, I still kinda like it in so far as its general gameplay. But it doesn't have the longevity of something like TDM or the classic Thief games especially with all the user missions available for them. Oh well, maybe I'm just pining for what it could have been in the hands of a better developer.
  12. Ah, pity I wasn't reading the forums back in February. I'm fond of that game, along with Bugbear's other early title, Rally Trophy. I was never too good at FlatOut, but it was always a hoot to play.
  13. "I am Matthias, a Postulant in training for the Order of the Builder. I have been on a pilgrimage for over a year now and have finally arrived at the end of my journey." Build Time: - About 3 months for version 1, but we are now upto version 1.3 Mapping Team: Evilartist - for letting me convert his D3 map, top man!Bikerdude - map conversion, mapping, textures, sounds.Goldchocobo - mapping, traps, puzzles and sounds.AluminumHaste - textures and general testing.Grayman - scripting of the mirror puzzle.Obstortte - scripting and textures.Mortem Desino - scripting.Thanks:- - Beta testers: Goldwell, nbhormore, Aluminiumhaste, Nbohr1more, Moonbo, SirTaffsalot, Airship Ballet, Snobel, Xarg, MacD11, Oldjim, Cookie and anyone else who i missed of the list. Download:- - The latest version is now available via the in-game downloader. Info: The latest version is now available via the in-game downloader.The mission is fully l10n ready. (thanks Tels)Known issues: This mission will have less than optimal fps at some locations.For very low end PCs I recommend the following settings: V-sync is off, AA is off, Aniso is 4x or lower, advanced settings are simple/default & Post processing of disabled and as a last resort the command line arg ' r_skipFogLights 1 ' (turns off the fog)
  14. As a fashionably late entrant to the Halloween Speedbuild contest, here's a map co-authored with Kyyrma (so give him karma too)! Screenshots Title: Exhumed Theme: Haunt Release: 2014/11/04 Mappers: Kyyrma & Airship Ballet Special thanks: Melan for his textures and Kevin MacLeod for the music Exhumed was built from the ground up in exactly two weeks. It takes inspiration from our native home of Finland, so expect a lot snow, darkness and general misery. Given the short build time the map might still be a little rough around the edges. Bearing that in mind, all comments and feedback are welcomed. We hope this speedbuild will inspire other mappers to try and create content in a short time. It turns out you don't need that long to make a serviceable FM! Happy sneaking and a spooky Halloween to everyone! Download links The mission is available via the in-game downloader. By the way, if you want to find a secret just take a slow match to the graveyard.
  15. Well, I don't know about adding new difficulties, that seems like a lot of work. A hack way of getting the same effect, and which I use, is to create a simple .cfg file with the required changes and then execute it in-game (e.g. a text file called brutal.cfg then, in-game "exec brutal"). You could redefine the modifiers for, say, the hardcore difficulty, which are usually tdm_ai_hearing_hardcore "1.5" & tdm_ai_vision_hardcore "1.005" to something higher, although I don't know if they are capped or how to interpret those values. There are other cvars that might be useful, but I have never tried them. tdm_ai_sndvol seems useful. You'd have to test the changes in-game, probably in the Sound & Blackjacking map. For this, there are some very useful commands to see the sound direction, propagation, and values, but I can't remember them right now. There's an important caveat here, and why messing around with this stuff should be done at your own risk. I have found that some cvars go back to their default values as soon as you load or die, while others seem to stick around. Modifiers to the player's height (like pm_normalviewheight), revert to default if you load, but modifiers to the player's speed (pm_walkspeed) don't. And I know this because I have a .cfg file named halfling.cfg, and you can imagine what it does. To avoid this, I have a "default" cfg to restore the game to the normal values if (or when) something goes wrong (it's basically a copy of the Darkmod.cfg, but with a different name, and I only use it for this purpose.)
  16. The fisheries have had a bad year. Unemployed roam the streets and crowd the pubs. The merchants sleep with one eye open and keep a tight grip on their property amid the unrest. A thief, even a skilled thief like myself, has a hard time finding good, worthwhile work. I began looking for more... unusual tasks. I set my eyes on Thornton Hall, remote and cut off from the outside world. These outlying manors are difficult to find, let alone reach, but they're bound to hold precious trinkets and family heirlooms untouched by anyone. Not few are said to be haunted by one dreadful apparition or another. But it's common for the lords themselves to spread these rumours, to keep unwanted visitors away. This mission is in two parts. Once youre done with the first, on to the next. Download Dropbox- river3In-game downloaderClick continue at the bottom of the login screen if you use the Dropbox link but don't have a login, then place the mission archive in the fms folder of your Dark Mod installation. Changelog, v3, December 14th, 2016: Changelog, v2.5, November 23rd, 2016: Changelog, v2, October 27th, 2016: Notes In response to a question about the relation of this mission to One Step Too Far: This mission started its life as a standalone mission for a Halloween contest, so it takes place in a different setting and begins with its own story. There is, however, a strong link thatll become apparent during the mission. From a mapping perspective it contains areas and ideas that I had originally intended for Of Brambles and Thorns, which is the bonafide sequel, but realised that they wouldn't have space there anymore. So this could be described as being neither sequel nor prequel, but certainly a part of the series that began with One Step Too Far. Solutions Part 1 Part 2 Credits - Inspiration, Story: The Terrible Old Man by H.P. Lovecraft, a short story which leaves much to the imagination. - Inspiration, Setting: Right Up There in the Mountains by Troutpack, a fan mission for Thief 2 which left its mark. - Betatesters Round 1: Abusimplea, ankai, Ryan101, Oldjim, bikerdude - Betatesters Round 2: nbohr1more, bikerdude, crowbars82, jaxa, dunedain19 - Custom voice work: AndrosTheOxen, bikerdude, Goldwell - Custom models: Atheran, epifire, Dragofer - Custom paintings: Airship Ballet - Custom AI path setup: Sotha - Custom ambient tracks: gigagooga, spady, bottle_rocket_fx, dobroide, Dragofer, augustsandberg, bosk1, 01sound - Custom sound effects: kyyrma, cgeffex, speedenza, cabro, joelaudio, robinhood76, klankbeeld, benjaminharveydesign, vate - Bikerdude for not allowing me to stray from the highest standards and perfing troublesome spots - John Atkinson Grimshaw, Ivan Aivazovsyk and William Bradford for paintings used in the briefings and loading screens
  17. I thought it would be convenient to collect in one place a list of all mods\addons\improvements created by the community for TDM. After surfing the entire forum I collected the following list of mods, and I present to you their list below. I will be glad if you correct me and provide any other links to mods that I may have missed. Graphic mods Fresnel Mod (MoDB link) Flame Glare Mod (MoDB link) ModPacks Unofficial Patch (MoDB link) TDM Modpack (MoDB link) (with the possibility of separate installation) Gameplay mods Augmentation Mod Wearable disguises Player Lamp (beta) Adjust player speed with mouse wheel Stealth Statistics Tool & Loot Stealth Stat (MoDB link) Textures TDM Texture Mod Small UI tweaks Reflections to all materials containing specular maps Sounds New Footstep sounds Collection of adjusted sounds by Anton Thiefier Sounds Blackjack Draw/Sheath SFX (MoDB link)
  18. Dear mappers, please be aware of this decorative light option introduced in upcoming 2.10 It aims to highlight the light volume and produces something like the existing fog particle with the intended effect of better speed and arguably better visuals It looks like this in game The test map we have been testing recently is courtesy of Bikerdude: download To enable this effect you will need to mark your light material with the volumetricLight keyword, like this lights/test_mansion01_window04_vol { description "volumetricLight for mansion01 window04" volumetricLight { map lights/mansion01_window04 colored zeroClamp } } Volumetric lights use projection and falloff textures to generate the volumetric effect. With shadow maps on, they also take shadows in the account. There's also an optional parameter after volumetricLight that toggles max speed vs decent look mode. Credits: @peter_spy for the original test map and direction @Bikerdude for great support during the reintroduction effort this year @stgatilov for taking the implementation on a completely different quality level @all for being cool and awesome
  19. When talking about a possible libre version of TDM (https://forums.thedarkmod.com/index.php?/topic/22346-libre-version-of-tdm/) it seems we believe all media/gamedata included in TDM is licensed CC-BY-NC-SA. I am not familiar with how the process of adding new media/gamedata works today; I have seen files uploaded to the bugtracker which developers then commit to SVN, but I don't know if there are other ways. It may be a good idea to implement a process that when new components (media/gamedata included in TDM) are added, the contributor is asked to be explicit about the license (a choice which may defaults to their previous preference, for usability). It won't fix the past, but it may help in the future. This will make it easy for contributors to add future data under a more permissive license if they choose. Libre media can be added and its license can be tracked, rather than assumed to be CC-BY-NC-SA. I suggest looking at how Wikimedia Commons has implemented this: the contributor state the source and license at the time the data is uploaded. This can be done either by providing urls or by saying "It's my work and I choose this licsense". The first step could be to add a way to keep track of each filepath in SVN, author, license, sources. Start by setting the value for each file's license to "(default/legacy CC-BY-NC-SA)". Possible implementations for a user interface for new additions are: * Use our own wiki, which runs Mediawiki (same as Wikimedia Commons). I see several benefits of this, but we also need a way to accept uploads of batches, not just single files. * Look at how other open source projects have solved this. There may be more appropriate solutions available. ... but I'll leave the implementation open. Suggestions are very welcome! If the author of each file already in SVN can be tracked, then it may be possible that the author is willing to give a blanket permission for all their past files in one statement, and all their files in SVN can be updated in one commit. A productive contributor willing to release some of their work under a more permissive license could make a big change. If Dark Radiant would support letting mappers search media/gamedata by license (does it already?), it would make it easier for mappers to create a completely libre mission, which would help facilitate a TDM-libre release. If I understand things correctly. This post does not address all details and it may contain misunderstandings or assumptions, but it's a start. Also relevant: * Is there a compiled and maintained list of recommended or deprecated resources for mappers to use? * https://forums.thedarkmod.com/index.php?/topic/20311-external-art-assets-licensing/
  20. Because the mission got an update (subtitles) the download link on The Thief's Guild doesn't work anymore. Sorry! Could you, instead of listing one download, link to this page for the download: https://www.thedarkmod.com/missiondetails/?internalName=sneak_destroy The download links there are automatically updated with every release and there are more of them.
  21. It would be great if you attach all the tdm_installer_NNNNNNNNNN.log files, maybe I'll see something interesting there. You can try to enable "Advanced Settings \ No multipart byteranges", maybe something in your networks breaks them. But yes, getting the full download is the easier solution if you don't intend to switch between various versions.
  22. Hi! Basically, I made these changes purely for myself, but suddenly someone will be interested in playing with them in the same way. 1) Tweaked Lightgem Cleaner Design: I've streamlined the Lightgem by removing those small side details. After all, you already know if you're crouched, right? In-Game Look: Check out how it appears in your game: Editor View: Here's a peek from the editor for good measure: Easy Install: Drop the 'x_newlightgem.pk4' file into your game's root directory to install. To remove, simply delete the file. 2) Tweaked HUD Vibrant Upgrade: I've boosted the color intensity of your health and air bars for better visibility. Sharper Look: Redesigned the 'staples' along the edges, cleaned up textures, and added a touch more definition. Installation Note: Unfortunately, .pk4 files weren't playing nicely for this tweak. Simply unzip the included 'dds.rar' archive into your game's root directory. 3) Health\Air Bar Relocation Streamlined HUD: Health bar repositions for easier monitoring. Zero Fuss: No extra settings to mess with. Plays Nice: Works seamlessly with my other mods. How its look: Installation: Download the zzz_ui_settings.pk4 file. Place the file in the game's root directory. Uninstallation: Delete the zzz_ui_settings.pk4 file from the game's root directory. Let me know if you'd like any other tweaks! x_newlightgem.pk4 dds.rar zzz_ui_settings.pk4
  23. Another small UI mod This mod moves the health bar below the air bar, placing both above the LightGem. Features: Moves the health bar below the air bar. Does not require any additional configuration. Compatible with my previous mods. Installation: Download the zzz_ui_settings.pk4 file. Place the file in the game's root directory. Uninstallation: Delete the zzz_ui_settings.pk4 file from the game's root directory. Enjoy! Additional notes: This mod is a small, standalone change that does not require any additional settings. If you encounter any issues, please let me know. zzz_ui_settings.pk4 zzz_ui_settings.pk4
  24. Hello Guys I need some help/hints/advice It´s because i prefer being/working offline , and also my Brother in france has no real internet (he mostly needs to go to a public Library ) So my idea was to get the DarkRadiant Sektion from the WIKI downloaded for offline use . therefore I tryed "HTTrack_64-noinst-3.49.2" which I got from "Heise.de" It´s told that the Standard use is good for most webpage-downloads --- but after more than 10hrs and over 10Gib with million off external stuff I stopped the download . 1. the Download is making a total mirror of "wiki.thedarkmod.com/..." even with the setting to ".../index.php?title=DarkRadiant" this wouldn´d be bad but wasn´t intendet 2. My most concern is about the millions off external links , which mostly look like useless stuff .(and often seems have nothing to do with TDM/DR) (it looks like it has downloaded the whole "thief.fandom.com/wiki" and at the end before i stopped it "en.wikipedia.org/wiki" So my question is how to trigger the App to get maybe just the internal links to work , or does one need alll the others ? P.S. ? had anyone tried this before ? succcessfull ? and how big would the download be ? I appreciate any comment you can give me and maybe a PM from a German would be nice Greetings from Bergante
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