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  1. This has been added to the mission database now that April Fools is over.
  2. Yeah, it loads about 80 percent there and crashes. Its hard to diagnose because I havent touched the mission in a while and afaik, I havent added anything new to it in a while. This might just be the first time Ive noticed the crash and its just been hiding in the mission.
  3. Now that April Fools is over, this has been added to the mission database.
  4. Now that April Fools is over, this has been added to the mission database.
  5. I made a small update today removing two modpack skills that were indeed not regular features of the original game, namely Whistle and Peek Door. The real reason though was that I never really use any of them! If I want to alert a guard, I can always hit something with my blackjack and I almost forgot about the peering through a keyhole feature before I noticed that it works with handles without a keyhole e.g. in the current mission I beta test. I kept the numbers scroll, because this basically gives you access to something the game already has only any time, and the Blow skill, as a last resort if mission creator use uncommon flames, again like in the current beta. Also this way there is a bigger distinction between Snatcher's modpack with all the cool new stuff and my patch!
  6. Congrats on the release! I think it'll take a few days for the "reverse April fools prank" nature of this release to be understood / believed. It'll probably be easier once this is in the mission database.
  7. Thanks for the great mission, I had a lot of fun
  8. Thanks for the great mission is better without music
  9. Thanks for a very fun little mission. Beyond expanding things, I really wouldn't suggest doing things much different. I particularly enjoyed the story. I even enjoyed all of the readables, which I seldom do with Darkmod missions.
  10. Those fire arrows are OP. I mean... don't change them, but maybe have them react with holy water to increase range? XD (Is that a thing?) You could, technically, make him either too parched to speak, mute altogether (hence why he lived, since he didn't scream and zombies didn't notice) or too shaken to talk. Maybe write a little lore piece where the PC recognizes the survivor as someone who was a good man (unlike our slave driver) and could incite the Player to help him (with an optional mission) Maybe have an option to bring him IN (if you found the other key) or bring him OUT (if you didn't) but you'd some food for both of you.
  11. Thanks for playing and Im glad you went loud, that was the intention or at least to tease players into killing some zombies.. Also I hear ya on the survivor, I had plans to give him some vocal lines and maybe some interactivity but I ran out of time. Maybe someday Ill go back in and update this mission
  12. Great mission. It took me forever to figure out how to get the secrets going, but it was worth the effort. Brilliant stuff!
  13. This is my loudest mission. I wasn't spotted as much as I was falling back to the undead slayer mindset. The atmosphere is great, no hiccups in sound design either, great voice work too. I loved the fact that you have that OTHER key (and I can't believe it took me this long to notice security key) Since "He doesn't need it anymore". There are only two gripes I've had (aside from bruise ankles from all the drops)... The only survivor doesn't even react that I climbed up to him, I wish we could've left him some food at least. The other being that I couldn't find one more blowtorch, if there wasn't one, then it's about making a choice (which is fine), but if there was I wish I found it. Great map, really imposing. Desert being death trap was great. And I really like the fact that we essentially circle back to where we were on the way out.
  14. Great stuff! Very enjoyable mission. But 45 seconds, you gotta be kidding. I guess I'm no where near creative enough...(unless, by 'creative', you mean 'noclip' )
  15. Having trouble sleeping? Is the moon too bright? The music too loud ? This FM is for you. Kingsal presents: Moongate Ruckus Finally, a fan mission about some taffin' peace and quiet. DOWNLOAD HERE (v2) ------------------------------------------------------- Testers: - Welly, Goldy, and Amady Vocals: The very talented Goldwell as grumpy Corbin. ------------------------------------------------------- This map, gatehouse_final.map, was based on the very first mission I ever put together back in 2014. It was originally suppose to be part of Volta 1, but didn't make the cut. Here it is now, refurbished, re-worked, graphics set to HIGH, and.... Wait... What is that... It's the music again... ohhh the music!
  16. WOW this is an amazing mission I thought it was just move your stuff and that was the end man was I wrong!! Thanks for this I was needing something to play!!
  17. Who I am is of little importance, what matters is the job I am offering. Though the item in question may be simple, I can assure you that the reward is anything but. The task, to those brave enough to follow through, is this: During the peak of Braeden's Harvest Festival, break into Lord Alister Squashbottom's manor and steal that which is most valuable to him: his prize-winning pumpkin. This is the very pumpkin he intends on submitting to the judges of this year's competition, and you are to ensure he has no choice but to resign in failure. It may be dangerous, to which you will be amply compensated, but I have little doubt you will be able to weather all obstacles and keep your eye on the prize to complete this task. For those brave enough to accept the job, start here. Cordially, E. Siltstone Gameplay Notes TDM version 2.12 is required to play this mission. Mines are pickable; simply approach them with lockpicks equipped to frob-disarm. A moss arrow can be shot at glass to make it break more quietly. I recommend playing all three difficulties, as they are very different. This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines. Download Version 1.0 - This FM is available here via Google Drive, and will soon be made available via the in-game mission downloader. Promotional Screenshots ThiefGuild Release Page Credits A huge thanks to my beta testers Goldwell, WellingtonCrab, Kingsal, Baal, and Rezar for all of your fantastic feedback Voice Credits - Goldwell! Asset Credits Kingsal Wellingtoncrab Goldwell Sotha Bikerdude Refle3cks Arcturus +++And thank YOU for playing!+++
  18. https://drive.google.com/file/d/1N-xwkYCuVzGnVESGCdsJrIbphw50hW9Z/view?usp=sharing
  19. This is a work of fiction. Unless otherwise indicated, all the names, characters, businesses, houses, events, incidents and particpants in this forum thread/fm are either the product of the author's imagination or used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is purely coincidental. Hello everyone, I am saddened that my first post here is to bring you all the news concerning the disappearance of my dear friend, wellingtoncrab, which was last seen on March 10 of this year by heading to the woods of northern California . Unfortunately, without trace or tracks, we have no choice but to cancel research. In addition to finishing 1.25 FMS, wellingtoncrab was known as an partner of many famous people and models, and to have the largest animal crossing house. We will miss them a lot. Of course, an immediate concern was devoted to determining the status of their unpublished FM(s). I must admit that the passage through their hard drive has not turned much, but I was intrigued to find a file called "IRI2.PK4". Unfortunately, my computer cannot load the card (too old, lol ), but I will download it here for posterity as well as the text included in the README: https://drive.google.com/file/d/1SdZswFLUh5VwReIq79uFL_ahXyKxg34F/view?usp=sharing ========================================= WellingtonCrab Presents: IRI2: The Totally Unauthorized Sequel to Moving Day: Moving Day 2: Look Who’s Moving Now *For Richard and Linda* “There once was a hole here. Now it is gone.” With enduring gratitude to: Testers: ImaDace Goldfish Kingsalmon Acknowledgments: @Jedi_Wannabe for graciously unauthorizing this sequel to his great mission "Paying the Bills 0: Moving Day." Mr. Squirrels: you know who you are and what you did. The name "Lampfire Hills" originates with the author Purah and now is part of the extended universe of many subsequent Thief missions. Bikerdude and Goldchocobo then brought the name into the setting of The Dark Mod with the FM "The Gatehouse." It then came to me in a dream. @Dragofer for all of his scripting work and support over the years. Polyhaven.com for its many excellent CC0 assets. I recommend supporting them on Patreon if you can spare the change: https://www.patreon.com/polyhaven/ Textures.com "One or more textures bundled with this project have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information." Google Image Search.
  20. It's not necessarily a problem, I like being challenged(!) You could actually say there is more logic with the That has less logic, but if you've come across it before, you will look out for it next time it comes up in a mission.
  21. 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!
  22. Bikerdude has been coaxed ( nagged? ) into joining the contest. He'll be using an abandoned old version of The Elixir that doesn't resemble the current mission at all as a base for his entry.
  23. Good motivation for me to finally try to make a mission.
  24. On an offtopic note: I always liked those, also in non-contest missions. Wished every FM author would add them to their mission release threads.
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