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  1. In pursuit of a long-sought secret, the key to life everlasting lies deep within the recesses of an ancient athenaeum. Dragofer, Bikerdude, and I proudly present our FM for the Christmas Connections Contest titled "Written in Stone." Notes - TDM 2.10 Beta 5 or later is REQUIRED to play this mission. However, it is recommended to play using 2.10 Beta 6. You can get the latest version here. - This FM is a sequel to The Elixir. While it is not vital to play that before playing Written in Stone, there are some story connections. - This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines by disabling certain features. - Various areas will look better with shadow maps enabled at the possible expense of performance. - This FM implements the func_peek mechanic, allowing players to peek through any door that has a keyhole on it by leaning forward. PLEASE NOTE: This function has been known to cause crashes for a small number of players in the past, likely due to using the 32-bit version of TDM. At no point in this mission is it required to use the func_peek mechanic; it is purely optional, so feel free not to use it. As an entry in the 2.10 Christmas Connections Contest, the new features and assets used by this FM are: Download Version 1.1 This FM is available for download here: Google Drive OneDrive Simply place the written.pk4 into your darkmod/fms folder and you're ready to go! Promotional Screenshots Credits A big thanks goes out to Wellingtoncrab for making a beautiful city map, Narrator for their wonderful voice work, nbohr1more for creating the original story premise as well as a few readables, Goldwell for animating the introduction to our briefing video and Duzenko for making certain glasses work as well as they do! A huge thank you also goes out to our beta testers: Goldwell, Wellingtoncrab, Kingsal, noodles, Krilmar, Garrett(Monolyth-42) ate0ate, and Mike_A. Thank you all very much for your keen eye to detail and great insights! Asset Credits Kingsal's Killer Assets Wellingtoncrab's Wonderful Furniture and Book Skins ***PLAYERS BEWARE*** SPOILERS lurk in the depths below. We strongly recommend playing this FM first so you don't spoil the fun for yourself!
  2. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  3. Since due to the nature of this forum, file/image sharing is used quite frequently, I thought to present some alternatives to the widely used Gdrive, which I don't like so much, especially since the last TOS change. File Sharing To share large files there are several options that also do not require registration. The first is File Hosting Online, which supports files up to 25 Gb, encrypted and also includes a Virus Scan that ensures safe use Another good option is Gofile, free to use, privacy focused and unlimited Bandwith. No refistry needed. While the files are accesed or downloaded at least one time a week, they are never deleted, otherwise inactive files are deleted after 10 days. If you prefer to use P2P, that means to share files directly from PC to other, without a hoster in the middle, there are also very good options, which permits to share files and folders without limites of type and size. The most easy to use is O&O File Direct, a small Desktop app (sadly only Windows), very easy to use 1 Open the app and drag the files/folders you like to share in its window 2 Optional adjust the days and amount of permited downloads and if you want a password 3 Share the link which apears in the app Done The only limits are, that the receptor only can download your files, when your PC is online, on the other hand this permits that you can stop the download in any moment, going offline or shutting down the PC. The other limit is, that the files to share can't be in a protected folder. Her are an Example with a list of Search Enines (Html file 423,56 Kb). While I am online, you can download it https://file.direct/f/pmjVFnjfkjFTKTt5 Videos One of the best options is Streamable (need a free account, inactive videos are deleted after 90 days in the free version) Alternatively you can use Streamja, a simple Video sharer with good privacy, free account optional (nick, mail) Images Ok, there are a lot of Image sharer, most used the known Imgur, because of this I add only one which offers some advantages over Imgur. ImgBox (free account) is a reliable platform to share and host images like Imgur, but it make it very easy to upload and post dozend of images simultaneous, selecting all the images you want and drag them on the window, offering coresponding bulk codes from the selected images to post them with one click for forums (BBcode), Html and others, fullsize or thumbnails. More since Imgur used since some time the hated webm formats for gif images, hardly accepted in most forums.
  4. 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.
  5. This topic is going in different directions and it is difficult to tell if we all are in the same page. Facts: Stgatilov wants to change (improve, I guess) something and while implementing the change he realizes he will break some mission in the process. Mappers have been including (now obsolete) core files in their missions and the developer wants to know why these files were included in the first place, as in: the purpose. Changes in two mission are unavoidable, unless the authors go back and revisit the entire logic of their missions. Changes in eight missions are avoidable, in the sense that missions remain essentially the same with or without these changes. Regardless, if the improvements are to be implemented ten missions need to be reviewed and updated. Now my opinion: Considering how the topic is going the next time Stgatilov wants to improve something similar he might think it twice (we all lose because of ten missions). If these same improvements were to be implemented in the future chances are not ten but fifteen missions would have to be reviewed and updated which begs the question, does the inclusion of core files in missions put the present and future development of some areas at risk? No, as long as things remain under control: preserve what must be preserved, encourage and support innovations, identify and address trends. This requires an effort by all parties involved.
  6. Woo-hoo! Done! A new version is now available, v1.1. Thanks to all who commented on the first version. Thanks to my beta testers: Bikerdude HappyCheeze Xarg The Story: The Builders have "lost" a lightning-attracting artifact. And they want you to find it. In a thunderstorm, no less. But there's more to this theft than meets the eye. Enjoy!
  7. The Dark Mod 15th Anniversary Contest! To celebrate our 15th year, we are holding a fan mission contest! The Dark Mod project trundles onward for it’s 15th year in a row. In that time we have improved our game engine in countless ways and have grown to over 170 missions! To celebrate our perseverance and the years of improvements to come, we are hosting a contest to mark 15 years since the 1.0 release! Now is your time to demonstrate the mission design that best exemplifies your personal style and capabilities! Please consider entering this event! Unlike most recent contests, there is no defined theme and we are simply going to score based on our standard metrics of Story, Gameplay, and Visuals with our standard weighted scoring: Max Possible = Total Votes * 5 (Outstanding) TotalMaxPointsPoss (TMP) = AllCategoryVotecount(ACV) * 30 Full Weighted Score (FWS) = (Gameplay score*3 + Visual score*2 + Story score) / TMP Contest Submissions should be provided before October 16th so that players can start playing and celebrating on the 17th! The players have been keen to relay that they would like really creative missions so it may be worthwhile to examine our “Community Unusual Contest” to get an idea about the wild range of possibilities we offer to designers. Also, since the contest submission is in October, there will probably be an increased desire for Horror themes. The Dark Mod 2.12 was just released so including new 2.12 features is strongly encouraged. Finally, it might be nice if authors name their protagonist Corbin to match the included missions. ( None of the above suggestions are requirements for the submissions. ) Please post your intention to enter in this thread. Thank you! The Poll on this is to demonstrate the intended design used in the mission release threads.
  8. DarkRadiant 3.9.0 is ready for download. What's new: Feature: Add "Show definition" button for the "inherit" spawnarg Improvement: Preserve patch tesselation fixed subdivisions when creating caps Improvement: Add Filters for Location Entities and Player Start Improvement: Support saving entity key/value pairs containing double quotes Improvement: Allow a way to easily see all properties of attached entities Fixed: "Show definition" doesn't work for inherited properties Fixed: Incorrect mouse movement in 3D / 2D views on Plasma Wayland Fixed: Objective Description flumoxed by double-quotes Fixed: Spinboxes in Background Image panel don't work correctly Fixed: Skins defined on modelDefs are ignored Fixed: Crash on activating lighting mode in the Model Chooser Fixed: Can't undo deletion of atdm_conversation_info entity via conversation editor Fixed: 2D views revert to original ortho layout each time running DR. Fixed: WX assertion failure when docking windows on top of the Properties panel on Linux Fixed: Empty rotation when cloning an entity using editor_rotatable and an angle key Fixed: Three-way merge produces duplicate primitives when a func_static is moved Fixed: Renderer crash during three-way map merge Internal: Replace libxml2 with pugixml Internal: Update wxWidgets to 3.2.4 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.9.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep creating Fan Missions! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  9. I'm just here to gush embarrassingly about another Wellington Crab mission. MD2: LHMN is a delicious bit of offbeat strangeness, dreamlike, surreal, but made odd sense to me at the right moments, so that I made it though the entire thing by myself this time, instead of being constantly (though enjoyably) overwhelmed as in Iris. Of course, it's lovingly crafted and peppered with clever little bits of window dressing that might seem distracting and extraneous in a lesser mission. I still have little idea what the overall story was, but I enjoyed every minute of the experience. Wellington Crab, you are a genius and an artist, and I look forward keenly to your next mission.
  10. That's a very valid question. Personally, I'd say the key is to watch what the otherwise-disengaged fringes of the community are saying. If first time posters or long time lurkers start coming out of the woodwork about well made new missions, praising them for their geometry and story but saying that innovative parts of the gameplay felt frustrating or off, that's probably the first sign that the innovations are starting to get out of hand. For a more concrete example, re-read the comments on Hazard Pay. As much as I and many others love that mission, it's clearly a case where the author strayed further than many people were comfortable with. It also points to the likely endgame if authors do take their customization too far. After getting the negative feedback, kingsal made adjustments, and now the mission is much more friendly towards player preferences that don't match the author's original vision. You don't need to restrict the mapmakers' tools to stop them from straying too far from the traditional formula. When people start speaking up, the authors will rein themselves in on their own.
  11. Cute mission, was a bit short though. Really loved everything about it, but was really expecting a longer mission until I saw that it was an April Fools' mission.
  12. By way of introduction, Penny Dreadful is a fan mission series dealing with the exploits and misfortunes of Gerald Foxley, lowlife and common opportunist. To stick with the theme of lurid and disreputable pulp literature, these missions were planned to be nasty, brutish and short, which sort of worked in PD1, was not entirely working in PD2, and went out the window with PD3, which ended up much bigger than I ever expected. The series also allows me to experiment with gameplay ideas which do not completely fit TDM standards: Foxley is slightly worse at stealth than the TDM baseline, and can't pick locks: you will need to find different ways of getting into places. In the first episode, The Grail of Regrets, what started out as a routine case of extortion ended with Gerald in the possession of the eponymous Grail. In the second, All the Way Up, these newfound fortunes proved to be shorter than anticipated, as Messer Montrose, a corrupt nobleman, and his ally, the local Bailiff conspired to rob Foxley of the prize to further their own ends. The Grail is now in the hands of Archibald Flint, a powerful crime boss ruling from a mansion on Fiddler's Hill, an infamous den of thieves. However, to get close to him, Foxley has to remove a few obstacles in the way... Erasing the Trail "Kill a man and take his life; wound him, and restore his pride." -- alleyway proverb. "In a city where every window is an eye and every doorway a whispering mouth, it is hard to keep a secret. When I learned of crime lord Archibald Flint's involvement in robbing me of the Grail of Regrets, I knew I'd have to strike quick, and strike first. But I failed. By the time I got near his place on Fiddler's Hill, every gate to his hilltop mansion was locked, every alley patrolled by thieves eager to kill. Two days later, I watched my tenement go up in smoke and flames. The hunt was on, and it wouldn't be over until they'd have their quarry dead or captured. Flint's main enforcer is a man named Grunt, known to communicate in written orders after his throat was cut in some altercation... a real bloodhound. I will have to deal with him one way or another to get the heat off of my back, and allow me to reach Flint himself... Flint is also looking for my dead body, and I'm planning to have it delivered right to his doorstep. Another underworld figure, Almsmaster Quandt, lives a few streets from Grunt's mansion, and he is said to be my spitting image, an uncanny resemblance. Wonder if Flint will recognise the difference... well, time to find out. Sometimes the only way to deal with a hornet's nest is to kick it over. This night, I am back in the middle of it. I have already run into a pair of sentinels, but I slipped into a small garden and jammed the lock behind me with a bit of wire. Hope they don't raise the whole neighbourhood, or this will be over real quick. Time to get moving." Download links: Mega (200 MB)mission downloader!***Performance warning***: as usual, this mission pushes the limits a bit (although less than PD2). The hardware requirements exceed the TDM baseline, and the loading time is fairly long. Optimalisation should be credited to Bikerdude, while the remaining problems are all mine. High-resolution player map (for printing, etc.): Notes: Erasing the Trail is intended to be an open-ended city exploration mission, where you can approach your objectives from multiple angles, and discover multiple solutions to complete them; some more straightforward, some more obscure.Gerald Foxley is a rank amateur who can't pick locks. You will have to find alternate means to break into places.There is no poll to rate the mission because I do not believe in them. Your comments are welcome in writing, however!You can find my concept art in the PK4 file. These images obviously contain heavy spoilers.This mission series predates, and is thus unrelated to the Penny Dreadful TV series. Special thanks: to our testers, Aluminumhaste, Kingsal, Nbohr1more, Oldjim, Skacky and Premier; gigagooga for several new ambient sounds, and sound conversions (Fabrice Hautecloque from Ishar III, tension loops from Golgo 13: the TV series);Yandros, Bikerdude and Goldchocobo for voice acting;epifire! for custom models;The Canon Texture project for texture work.
  13. Speaking of actions for the missions which only tweak zoom delay. What would you prefer right now? Mission broken on the latest dev build (as it is now), but working as intended in the latest release. Mission working as intended on the latest dev build, but working without customization on the latest release.
  14. Hello folks, I wanted to share some work in progress comps for the main menu visual updates. (these were done a while ago) These are working in game, but are still just examples. I haven't looked into any of the more complicated menus (settings, mission downloader, slide show mission briefings, ect) Right now I am not planning on changing the UX, these are purely visual updates. EDIT: In-game menus have a requirement that we use the same text color. (so we dont break custom guis in-game) I'll post some mock ups of those soon. Let me know what you think! Using custom missions screenshot (curtesy of @Spooks) Btw this NOT volta 3 (i wish), its just a comp Using the default background art: Mock up of the store (needs some work to make more legible):
  15. Gosh you're right. As a result it only managed to snag spot #10 in terms of highest user rated TDM missions on thiefguild. Kingsal could make a mission where you crawl around like a baby in moon gravity and I might be right there with you saying it was a bad idea. It'd still be his mission so his choice.
  16. Sounds great. Unfortunately you don't have to get very far in any discussion about either changing existing gameplay mechanics or about giving players more in game customization options to see why mappers stop bothering with the debate club politics and instead divert the energy to do what they can to address what issues they can themselves. There is clearly also a disconnect between how people think they feel about these changes and how they do in practice. Kingsal's missions seem to be widely considered as some of the most polished missions in the game, because they are a holistic designs that look, sound and play a certain way. As a result I have never seen a player complain about something like the run modifier being increased in a particular missions thread and it’s clear there are very few players who are ultimately conscious of anything besides that the overall experience feels good. So there is reason these get adopted by other authors. The players are entitled to their opinion - but it's the mission authors choice ultimately. And I can only speak for myself, but I came to TDM because I saw working examples of things I wanted in my mission. These were not “stock” or “standard”. They were achievable by virtue of the games extendability. If the day comes where we get locked out of that kind of control of our designs, I would probably walk.
  17. Hey maybe you can add the alternative combined lockpick to core? So mappers might more often include it. Mission is great.
  18. Please make the mission complete sound the default for TDM! It was short but I liked it.
  19. Do you disagree with the core defaults in general or is this a character-specific setup for your mission? Or is it a test or...? ---------------------------------------------- Sometimes we must take things to the extreme to see the whole picture. Let's pretend all these years mappers have been tweaking the player slightly and depending on the mission: You walk faster or slower. You jump very high or you barely get off the ground. You jump long or fall short. You can mantle high or low. You make more noise or less. The lightgem is more sensitive or less. You inflict or take more damage or less. ... Any thoughts from anyone about this scenario? I wonder how the playerbase would feel. My opinion is that the above tweaks are justified when a different universe is competently established. Or when a new, fully realized character is introduced. Otherwise we are tweaking simply because we can, nothing to do with the story.
  20. I used the mission.cfg feature in IRI2.pk4 and can confirm it works and they revert correctly after a mission change (at least for the cvars I edited)
  21. Quick FAQ: What is this thread for ? It is for discussing the narrative elements of a fan mission you're working on, and how they tie into the gameplay and technical aspects of the mission. If you're stuck with developing the plot for your FM, or are unsure of how to continue, or have the feeling your writing is not up to snuff, you can always seek advice in this thread. Why did you start this in the Editor's Guild ? Truth be told, I was seriously considering starting this thread in the I Want to Help subforum, but then I noticed (and realised) that most of the FM development threads are in the Editor's Guild anyway. So, I decided to rather start this discussion over here, in order to avoid making it "orphaned". But I have a really minor storytelling question... Is it still okay to ask about it here ? Of course it is ! This is practically the only "official" thread on narrative design we have now, so feel free to ask about anything that's primarily related to the storytelling or characters of your FM, and so on... Do we already have any useful resources on narrative and storytelling design ? Oh, certainly. The Story and Plot Design article on our wiki, contributed by demagogue. You should definitely give it a read. Any other threads or articles you might recommend ? Sotha's Mission Design Tips article is also just as helpful as demagogue's (and quite entertaining in places). There's also the Inspiration Thread, providing mostly visual inspiration for FM building, and the Historical resources article, providing links and bibliography for topics related to period living and social history that could influence an FM's design and events. If you find any more in that vein, feel free to recommend them here, and I'll add them to an impromptu list. ---- Ladies and gentlemen, the thread is your's. ---- (Last updated: 18 April 2018)
  22. While I really like new things in TDM, I fear that as long as these ideas are not part of the core mod, only very mission authors will use them...
  23. You are confusing how the core game is packaged with a "standard". The “standard” TDM experience imo would actually be however the mission author intended the mission to be played. There are lots of different types of missions which as experiences deviate from anything packaged in the core game. You are not owed a disclaimer.
  24. Great little mission , what sets it apart from my point of view was the atmosphere, city design and the nice touch at the start of the mission. The only thing I miss (which I realize is a personal preference) is a bit of fog/mist in the city / garden, but other than that it was for me a near perfect mission albeit a bit limited. Played on 64bit Debian 'Trixie' with the 'darkmod' directory on NFS. (For some reason the first time i tried this mission darkmod failed to load the savegame. Only happened once, but still worth mentioning I think). Perhaps a bit off topic, but I wish the amazing city is being reused and made larger in another mission. Roaming the city (and it's roof tops) in another mission with a werewolf lurking around somewhere in the city would be a great second mission. Perhaps a second mission could be inspired by H.P. Lovecraft's 'the lurking fear' or 'the hound' if I may be so bold (and bald) as to say so.
  25. Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasn’t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
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