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  1. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  2. It's not your fault, I have the same problems. It's just the structure of TDM. Would it be possible like MirceaKitsune suggested to give files outside mission pk4s higher priorities, so that if the game finds the same file again inside a pk4 it is just ignored? As far as I know this works for the base pk4 files just well...
  3. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  4. The first thing you need is to make sure all your script files have inclusion guards so they can only be loaded into the script stack once (these are the #endif lines you see at the start and end of official TDM script files). If you have those, then as long as both your addon and the FM author use the same name for the same .script file there shouldn't be an issue in terms of re-inclusion. Problems can still arise if both the author and you try to initialise the custom script separately, i.e. in this case you would have 2 copies of the stealth statistics scroll. Another issue arises if the FM author overwrites tdm_user_addons.script, which is the case here, because that will overwrite your addons. This is an error that should be corrected by the FM author (they should use tdm_custom_scripts.script, which is designed for mappers to use), and I've already told kingsal about this just now. Ultimately I think it's hard to avoid conflicts if the FM author integrates a user addon into his map. The best thing you can probably do besides what's above is to make sure each of your files and functions has unique names so both copies of the script can run in parallel in peace. Ofc this doesn't help if the author got the addon from your addon pack. We should probably discourage FM authors from integrating addon packs and instead ask them to point players to a download link.
  5. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  6. I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (v1.0.2-release): https://drive.google.com/file/d/1HYvM_u56wDB16uIlb7qgS_q3P24V69MO/view?usp=sharing Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. For 'Hard' and 'Expert' the light gem sensitivity has been increased by '1' (meaning easier for AI to detect you). Screenshots:
  7. We will look at some of this stuff, but SPOILER tags, please!!!
  8. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  9. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
  10. Hidden Hands: Initiation Download via the ingame downloader. Latest update is version 3 (released 16/02/2021) Explore Blackstone Island to become a full-fledged member of the “Hidden Hands”! General: TDM version: 2.06 EFX: yes Play time: ca. 5 – 7 hours (depending on play style and difficulty settings) Type: island with several sections (manor, sewers, cabin, bank, graveyard, church and crypts) Enemies: guards, thieves, spiders, mages and extra-natural entities Known problems: 1. The noblewoman sitting in the pavilion can sometimes not be knocked out without failing the mission in general; decent thieves should leave her alone anyway. (version 1 and version 2) 2. If combination locks do not work when using correct codes, then please go to Settings - Gameplay - and change the option "Open doors on unlock" to the value "yes". (version 1) Gameplay differences (apart from changes in the objectives list): Easy: Less enemies, less lights, many light switches Medium: More enemies, alternative AI routes, more lights, some light switches Hard: Even more enemies, alternative AI routes, even more lights, less light switches Development: Build time: November 2017 – November 2018 Beta testing: November/December 2018 Beta testers: Boiler’s_hiss (aka “The Architect’s Darling”) s.urfer (aka “The Punisher”) Cambridge Spy Abusimplea Performance checks: Duzenko Contributors: - ERH+ arranged/created the setup for the puzzle in Adrian's Crypt - I don't understand what he did exactly (alchemy?), but it works as it should. - Destined provided a custom skin for an interior module and wrote a new definition for the spider bots, enabling those beasts to move through tunnels. - Joebarnin provided a fix to make the combination locks work. - Amadeus revised and edited all in-game readables, maps, and signs. He created the final mission title "Hidden Hands: Initiation" as well as gave some special items heroic names, such as "Axe of Fury" or "Orb of Will". - Grayman fixed the frobbing problems with the hidden wall safe and combination lock. Pilfered items: - Floating boat setup and thief's message box re-created from maps originally developed by Bikerdude. - Patch section with rocks and vegetation surrounding the graveyard originally developed and arranged by Sotha for one of his missions. - Frobbox booster re-created from a map originally developed by Grayman. Special thanks to: - Springheel, Sotha, and Fidcal for the tutorials. Great work from all of you! - Destined, Grayman, ERH+, and Springheel for patiently answering my questions via PM. - Boiler’s_hiss for the hint how to change the church roof section - nbohr1more for moral support during a critical phase of the map development - Duzenko for improvement tips - all others not mentioned here who answered my questions in the Newbie thread or via PM. All new ambient music and sound effects written, performed and mixed by Jack Farmer. "S.urfer's Lament" (.ogg filename: "easyexit") featuring MC Deickler on the drums. More pictures:
  11. When I use the clipper, a line is visible in the place where the clipping took place, as you can see in the attached image. What am I doing wrong? I tried different textures but the line is always visible, as if there was a little space there, which I don't know how to fill. I watched multiple tutorial videos but they don't get this problem when clipping, so I'm wondering if maybe there's an option somewhere? Any input would be greatly appreciated.
  12. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  13. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  14. Announcing the release of Sir Taffsalot's Sword. Summary This is my tribute to Sir Taffsalot (Gary Pugh), whom we recently lost. He was a valuable contributor in mission creation, beta testing, and idea contribution. You are tasked with recovering Sir Taffsalot's ceremonial sword, which has been stolen from him and spirited away to the mansion of one Lord Asher. While dealing with (or avoiding) Asher's guards, you need to find the sword and a couple special objects related to Sir Taffsalot. Since Asher isn't a nice fellow, there is (of course) the need to also find evidence he is up to no good. Download You can obtain a copy through the in-game downloader. It requires 2.05 or later. Build Time Roughly three weeks to build and three weeks to beta test. Thanks to my testers Amadeus, Bikerdude, and Epifire. I18N Initially, this mission is not ready for translation. As soon as I'm certain there are no killer problems, I'll produce an I18N-ready version. Enjoy!
  15. Downloading now! If I don't like it, I will come after you. With torches. And fire. And more fire.
  16. In phone i use a DNScrypt proxy and Quad9 DNS (also in PC). In Phone and PC i use the Vivaldi browser (inbuild ad/trackerblocker), it's chromium based, but all Google crap stripped out. Even the search bar in the home screen is from Vivaldi with Andisearch (or others i like). No problems with Google crap, which i don't use, except the Android itself. Ah, well, also set permissions of all my apps to the minimum needed.
  17. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  18. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  19. Effects in brackets might be OK. A concern with color field tint is color blindness accommodation, as well as problems translucency can cause. I guess another idea is to use one font for story, a different one for speech. Instead of making font a user choice. Dunno.
  20. Rumble is doing better than Odysee but obviously faces the same problems you mentioned. Odysee may have been derailed by the SEC going after LBRY: https://cointelegraph.com/news/sec-drops-xrp-case-lbry-shuts-down
  21. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
  22. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
  23. Zerg Rush

    Free games

    Yes, similar time and atmosphere. Downloading
  24. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  25. This is the third time I've fired up my computer to find that the executable for running the 64bit version of DarkMod has been deleted. I've had to re-install the whole game in order to get that executable back, and in the process of coarse I lose my saves. It doesn't happen right away. This last time I was able to play for a few weeks before TheDarkMod64.exe vanished. Has anyone else suffered this problem ? I'm thinking it might be a Windows Defender decision but I have no way of knowing.
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