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  1. At long last, I am finally releasing my first mission, A Score to Settle. It's been a long road! I started this mission three years ago, when I didn't even know you could move the verts of a brush, and knew nothing about visportals or patches. I'm sure I've made every noob mistake in the book. I have learned a huge amount from this map, and have developed a great deal of respect for anyone who goes through the entire process of building and releasing a mission. A Score to Settle is a small to medium sized mission, where you set out to find and humiliate the leader of a rival gang. It is meant to be a challenge to players who are familiar with TDM, and is probably not a good mission for those still getting accustomed to TDM's mechanics (it's also not appropriate for children). ASTS uses 1.06 features, which means that AI are capable of relighting lights. The chance of this happening goes up depending on the difficulty level you choose. Difficulty levels also affect the number and quality of AI, the number and type of lights, and AI acuity (AI have slightly better than normal hearing on Hardcore). The difference between Casual and Hardcore is considerable. The mission includes several video and audio files, so it is hefty at 135MB. edit: Please follow the objectives carefully. If you don't do the "first" objective first, you'll spoil some of the story for yourself. Hope you enjoy it!
  2. Mystical Merry's Metaphysical Mapping Co. Spooks You Again! Thief's Remorse Screenshots Title: Thief's Remorse Theme: Spoopy Release: 2015/10/30 Mapper: Airship Ballet Build Time: ~28 hours My God. I'm genuinely begging you. Next year, either don't challenge me to make a halloween map in a fortnight or sedate me, because, like last time, I'll leave it for my two free days and do the whole thing in one go. It's bad for me. You're killing me. Uh, anyway, here's a spooky halloween map. There's sneaking involved, but it's something more of a rollercoaster than a traditional sneaking map with ghosts. I really wanted to go out there with this mission, since getting a bit creative with Exhumed last year made me realise the potential for some more abstract, bizarre stuff that could be done pretty easily in TDM. It's full of scripted spooks, events, and even requires you to pay attention to what you're told! Depending on what you do, and how much of a monster you are, there's a whole four different ways for you to come out of your trip to Nowhere. It's pretty big, surprisingly so: I got more and more ambitious as I went along, just like I always do. As a result, well, I'm the only person who tested it. So, uh, I'll be around for bug fixing. I mean it's totally playable without issue from start to finish, but I haven't gone around trying to break it in order to release it before Hollaween. Above all, have fun! Download links remorse.pk4
  3. It seems like more and more "thief" and "thief players" is becoming a short hand to dismiss community members earnest desire to improve the game - which happens to be a barely legally distinct "thief style" game which was made by thief fans for thief fans and is "designed to simulate the stealth gameplay of Thief". Who is the predominant player base of the game supposed to be beyond fans of the thief games? Is there some better avenue to find feedback for the game beyond this forum? FOSS and linux forums? I have seen maybe half a dozen posts from that segment. I am a thief fan, I play thief fms, my association with those games is what drives me to play and make things for this game. Are we supposed to pretend the original games are not a huge reason why most of us are here at all? TL;DR version:
  4. I feel like I've seen spinning fans in vents before on maps I've played in the past, but going through the models/prefabs/etc in DarkRadiant, I can't find anything pre-made for it, and searching the Wiki didn't turn up anything I could find. I know Entities can be moved in DR (hence doors, windows, elevators, etc) but what would I need to do to make a fan blade model spin on its axis inside a fan frame?
  5. https://youtu.be/fwJwNLRY4kg "I am not enjoying my journeys, its so cold at the moment I imagine the chill could freeze a candle flame into a fire-gem and ole scratch's tears solid to his stoney face. Suffice to say, I'll be happy to get out of these whipping winds. A friend has asked me to keep an eye on his place while he is out of town. That part of Bridgeport is quiet enough, but he has been having a few problems he would like sorted out. I will know more when I get there." Build Time: God knows, too many hours. Thanks:- - As always espect to the Dark Mod team and for all the hard work they put and continue to put into it. - Flanders for his excellent models and textures. - Special thanks to the people that answered my technical questions on the forum. - Beta testers: Oldjim, Lowenz, AluminumHaste, Greyman, nbhormore, McPhisto, Lost_soul, Pranqster and the original testers! Info: An update of the original Christmas Contest mission for TDM 1.08. List of updateds:
  6. @snatcher I understand that when you feel your work doesn't live up to your goals that you don't want it out in the wild advertising your own perceived shortcomings but that leads to a troubling dilemma of authors who are never satisfied with their work offering fleeting access to their in-progress designs then rescinding them or allowing them to be lost. When I was a member of Doom3world forums, I would often see members do interesting experiments and sometimes that work would languish until someone new would examine it and pickup the torch. This seemed like a perfectly viable system until Doom3world was killed by spambots and countless projects and conceptual works were lost. I guess what I am trying to say is that mods don't need to be perfect to be valuable. If they contain some grain of a useable feature they might be adapted by mission authors in custom scenarios. They might offer instructive details that others trying to achieve the same results can examine. It would be great if known compelling works were kept somewhere safe other than via forum attachments and temporary file sharing sites. I suppose we used to collect such things in our internal SVN for safe keeping but even that isn't always viable. If folks would rather not post beta or incomplete mods to TDM's Moddb page, perhaps they would consider creating their own Moddb page or allow them to be added to my page for safe keeping. Please don't look at this as some sort of pressure campaign or anything. I fully understand anyone not willing to put their name next to something they aren't fully happy with. As a general proviso, ( if possible \ permitted ) I just want to prevent the loss of some valuable investigations and formative works. The end of Doom3world was a digital apocalypse similar to the death of photobucket. It is one of my greatest fears that TDM will become a digital memory with only the skeletons of old forum threads at the wayback archive site.
  7. Congrats on the release! Remember to check ThiefGuild as well as the DarkFate forums (via Google Translate) for additional feedback.
  8. Shadowhide has released his TDM FM and it needs a release thread here. I'll quote from his release thread on TTLG. Edit: Shadowhide has released v.1.01 now which is compliant with TDM2.0 & a few other changes (like the music and loading screen). Here's the new download: http://rghost.net/48078929 http://darkfate.org/...ceptive_shadows
  9. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  10. Just curious, based on this discussion: http://forums.thedarkmod.com/topic/19239-soft-r-gamma/?p=427350
  11. A couple more: https://forums.thedarkmod.com/index.php?/topic/21739-resolved-allow-mantling-while-carrying-a-body/ https://forums.thedarkmod.com/index.php?/topic/22211-feature-proposal-new-lean-for-tdm-212/ https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/ https://forums.thedarkmod.com/index.php?/topic/22249-212-auto-search-bodies/
  12. A thief adventurer called Mudgeon thwarted my raid on King Aldreth's Crypt. He sold the plunder and established himself in the Bellworth district. He kept Aldreth's crown and The Chalice of Kings.. Mudgeon has had time to relax his guard. I intend to take advantage... Please post all feedback and questions in this thread.
  13. 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/
  14. Story Tease On the run from her husband, me and my girl. With a bribe to a ship's captain, we're away. What could go wrong now? Oh, dammit. Links "Away 1 - Air Pocket" Version 1.0 is available from the in-game downloader and its mirrors. As well as here. There are two extra documents contained in your installed .pk4 and also conveniently available here - For gamers needing hints, this Q&A uses "invisible ink" to selectively hide the answers: Air Pocket - Hints and Spoilers [Jan. 29, 2020].docx For understanding what's under the hood: Maintenance Guide to Away 1 - Air Pocket [Jan 29, 2020].docx For more about the innards and interations, see this FM's Beta Testing thread. Author's Note This is my first substantive TDM FM, a nautical adventure, and what I hope will be part of a longer story arc. Enjoy. Gallery Credits & Acknowledgements Thanks to TDM community members for encouragement - and assistance with newbie questions - while building this, my first FM (not counting an earlier nanoMission). Kudos in particular to Dragofer for the wonderful ship models (modified here), newly-created ship davits, and assets like kelp models from 'Down by the Riverside'. Also a custom cannon-ball hole through the hull, and much helpful guidance. The skybox is adapted from 'lagoon' by Hazel Whorley (CC BY-NC; hw_lagoon.zip at www.custommapmakers.org/skyboxes). Finally, my deep appreciation to all who tested or assisted during the beta: Biene, Cambridge Spy, Dragofer, duzenko, peter_spy, and stgatilov
  15. This mission strikes a special cord in me, as I've always been a huge fan of horror. But either I'm too dissensitized to monsters and demons, or not many games actually do a good job at it. Either way, I'm happy to say that this mission actually made me feel spooked or uneasy, hesitant to pick things up without looking behind me. At least for the first playthrough, this mission is nicely unpredictable. As far as I'm concerned, you're doing something fundamentally right. The atmosphere is also really good. It really ads to the tension, and to the sense of hostility of the whole place. Brilliant mission. Loved it a lot. Thanks.
  16. "...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 Ansome, a long-time forums lurker, and I'm here to recruit beta testers for my first FM: "The Terrible Old Man", based on H.P. Lovecraft's short story of the same name. This is a short (30-45 minute), story-driven FM with plenty of readables and a gloomy atmosphere. Do keep in mind that this is a more linear FM than you may be used to as it was deemed necessary for the purposes of the story's pacing. Regardless, the player does still have a degree of freedom in tackling challenges in the latter half of the FM. If this sounds interesting to you, please head over to the beta testing thread I will be posting shortly. Thank you!
  17. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  18. "Samhain... the festival of the new year, the harvest, the onset of winter, and celebration of the dead. The pagans who celebrate it are likely dancing around fires in the forest right about now. The Builders see to it that the celebrations don't take place in the city. The townsfolk mostly stay indoors this night. A good night for me to go looting. I have something special in mind this year... (more) ... (the tomb) houses a large Ruby which nobody has ever been able to steal, though every few years some taffer decides to try... ... I have never been a superstitious man, and nobody in this town has my skills. This year the ruby will be mine. Bugger their stupid curse. This should be easy. The town is quiet and the cemetery unlikely to have guards or many visitors this night. It should be a simple matter of entering the tomb, prying up the ruby, and leaving." Download Links: Samhain --- Version 3.2 Samhain Night by PranQster My second mission, third release 2011 Halloween Contest speed build entry Version 3.2 (updated) Build Time: v1: 3 weeks, Sept. 18, 2011 - Oct. 09, 2011 v2: 2-3 hours, Oct. 06, 2013 v3: a few hours spread out over 6+months Credits: The TDM community Special Thanks: Nosslak for the plague mask and Springheel for the jack-o-lantern packaged in previous versions Changes: 3.1 : Added openal/EFX support. 3.2 : Some texture and lighting changes and other minor tweaks. Known Issues: I see some patch shadows in a few places. Some AI sink into the patchwork a little bit. Lighting is goofy, but so is the whole mission.
  19. any by skacky and a lot of the team members behind The Black Parade are worthwhile. they're often all part of the same fan-made continuity as TBP. for some different multi-mission series of various size i'd also recommend Godbreaker and Death's Cold Embrace. the authors of those are working on their own full length campaign for Thief 2, The Broken Goddess. There's also Feast of Pilgrims which won the T2 anniversary contest and was made between team members of both fan expansions.
  20. Hey guys, relatively new to the community here but I've been enjoying TDM for a few years now. I'm making my way through the backlog but it seems like you beautiful geniuses never quit! There's so many missions, and many of them are exceptional. I don't have time to go through them all and searching "Best Dark Mod missions" in google shows me results from 5 to 10 years ago. A lot of good stuff has come out since then so I was wondering - what are the best missions of the last 10 years? I'll give my favorites thus far. I'm a sucker for classic mission design and visual polish keep in mind - Sir Talbot's Collateral The Painter's Wife Iris Behind Closed Doors Written In Stone What are your favs of the last decade? The more replies the better, could use some solid data.
  21. I just want to thank for this neat mission design. Enjoyed every corner and every detail. Its a hobby to check for new TDM Fan missions Great mission, although I used noclip sometimes because I play for fun Thanks!
  22. Background Eastbound is a FM created for the Christmas Connections contest. Although it was not ready in time to meet the contest deadline, its original inspiration is still present. This FM will be the first in a series following the Thieves' Guild member and protagonist Samuel Wilson in the events following a heist gone wrong. What will now be the second mission in the series was already nearing beta testing when the contest was announced (and it already featured a few "connections" of its own), so this presented an opportunity to fill in the backstory even more. Credits The TDM core team for all the hard work they do creating all the features, assets, scripts, and tools that we can all use in our FMs YOH and others for the custom sounds Everything else within the FM was created by me or modified from either stock or CC0 assets Special thanks to nbohr1more for organizing the contest Special thanks to thebigh and Wellingtoncrab for their valuable feedback during alpha testing All the beta testers, whose efforts led to many fixes, playability improvements, and general polish: Acolytesix, Cambridge Spy, datiswous, nbohr1more, prjames, thebigh, Shadow, Wellingtoncrab, wesp5 Technical stuff This FM requires TDM 2.10 or newer as it makes use of some of the latest features. The mission will look its best if you have shadow maps enabled instead of stencil shadows (Settings / Video / Advanced, Shadows Implementation = Maps). The mission will sound its best if you have EFX enabled (Settings / Audio, OpenAL EFX = On). Screenshots
  23. There's now an editable fan mission list on the wiki, for the sake of tracking missions made for The Dark Mod. Please read and follow the guidelines, and help keep the list up to date! Direct link, but also accessible from the wiki title page: http://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod Discussion of changes (format, policies, entries, etc.) can take place in this thread. --------------------------------------- There is also now a wiki page to track upcoming fan missions: http://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions Submissions, progress, and any discussion for missions under construction can take place here: http://forums.thedarkmod.com/topic/11639-upcoming-fan-missions/
  24. Welcome to the forums Ansome! And congrats on making it to beta phase!
  25. Penny Dreadful is a new 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, I plan these missions to be nasty, brutish and short. I will work on them when I get burned out with the campaign, or after we finish it. The Grail of Regrets "A few days ago, I received note from a man by the name of Grimy Morgan. I have bought the odd trinket from him before - he is one among the hundreds of workers labouring to keep Bridgeport's electricity supply going, and his kind always finds the most unusual things... Morgan rigs water arrows in his underground lair, and occasionally, he is able to palm the odd piece of wind-up machinery when his superiors aren't looking... and most aren't looking too hard. This time though, he promised something more, a passage he'd discovered below the power junction he works in. Morgan hasn't contacted me again, and I am starting to think he may be looking for other offers, or thinking of getting his hands on whatever's there on his own. So much for gratitude... Whatever this is, he should have learned to keep his mouth shut. My name shall not be Gerald Foxley if I cannot claw my share from his hands - the only question is how much punishment he is prepared to take before paying up... Download links: MEGA (24 MB) ...and the mission downloader! Notes: There are usually multiple ways to reach your targets - although some are less obvious than others.There are no lockpicks in this mission, as Foxley can't use them; also, he is no master thief when it comes to stealth - be careful!There is no poll to rate the mission because I do not believe in them. Your comments are welcome in writing, however!Special thanks: to my testers, Bikerdude, skacky, TylerVocal, nbohr1more, Springheel and Premier, for detailed and thorough feedback. Springheel for the custom GUI, loading screen, and much appreciated criticism. Bikerdude for several performance and aesthetic fixes. All mistakes remaining are mine. 1.1 note: This mission has been released in an updated version. This update contains minor bugfixes, and cuts down on file size by removing duplicate assets which have been incorporated into the TDM core since the mission's release (24 instead of 72 MB!). Thanks are due to the betatesters of this new version, Bikerdude, lowenz, nbohr1more and Oldjim.
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