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  1. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. 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!
  2. I would use this massive list for any fan missions, it includes campaigns too: https://www.ttlg.com/forums/showthread.php?t=148090 There are a lot of Fan Missions for the picking, I myself go for the lesser known ones and the short variety, because sometimes they hide a gem or two. Just like jaxa, I'm a bit outdated after the temporal retirement, but I do remember some amazing campaigns like "The Black Frog". If you intend to play The Black Frog, you should play the first two of the L'Arsene series missions, it's how I did it myself. Also, yes, L'Arsene are a fantastic series. The first mission of L'Arsene is a "rough draft", author was a bit new to Thief level making, but still great either way, after the 3rd you will see how his skill increased by a massive amount.
  3. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  4. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  5. Hidden Hands: Vitalic Fever Filename : hhvf.pk4 Date of release: 20/07/2019 Latest Version: 3 (17/02/2021) Download via the in-game downloader or here: http://www.southquarter.com/tdm/fms/hhvf.pk4 http://darkmod.taaaki.za.net/fms/hhvf.pk4 http://www.fidcal.com/darkuser/missions/hhvf.pk4 Known bugs: - stencil shadows do not work correctly (version 1) - sometimes, the character "Applefinger" cannot be knocked out when sitting on the chair without failing the mission. (version 1) Hidden Hands Series: I. Initation - II. Vitalic Fever Jack Farmer: mapping & drafts Amadeus: alpha testing, geometry fixes, performance checks, drafts for gameplay and objectives, revision of all readables, dialogues & narrator texts Grayman: AI fixes, gameplay fixes, trap fixes Duzenko: alpha testing, performance checks and improvement tips Beta Testers: - Joebarnin - Cambridge Spy - Boiler's Hiss (aka "The architect's darling") - Jedi_Wannabe (aka "The man of many voices") - Amadeus (aka "The Writer") Voice actors: Malasdair Narrator Jedi_Wannabe All four guards chatting about the guests, chickens, inventions and unusual job interviews New Horizon The educated Builder Goldchocobo The naive Builder Special thanks to: - Springheel, Sotha, and Fidcal for the tutorials. - VanishedOne, Stumpy, Destined, Grayman, Joebarnin and ERH+ for patiently answering my questions solving all the in-game problems. - PsymH (aka "Stringer Bell") for connecting me with the right guys on TTLG for additional voice acting. - Goldwell for teaching me how to integrate a custom video in a fms and helping me with troubleshooting during the integration of one of the Builder's voices. - all voice actors & beta testers for their great support. - all others not mentioned here who answered my questions in the Newbie thread or via PM. Contributors from the Inventor's Guild: - Destined wrote a new definition for the "spidsey-babsies", enabling those beasts to move through tunnels. - Grayman wrote a script enabling Halfrid to hold the quill only when it is needed. He also fixed several other AI problems with respect to path finding, damages and interaction with light switches. Pilfered items: - Portal sky with hills and trees originally developed and arranged by Sotha for "Thomas Porter: The Transaction". - Frobbox booster re-created from a map originally developed by Grayman All new ambient music and sound effects written, performed and mixed by Jack Farmer. Briefing video by SirSmokeAlot Pictures
  6. Hello all. Author of AngelLoader here. There were never any plans to support TDM in AngelLoader, as I figured the in-game system was adequate enough. Adding TDM support would not be impossible, of course, but would require quite a lot of work to shoehorn it into a loader that's mostly designed around NewDark games and the way they work and are structured. For example, TDM doesn't really have the concept of some external "FM archive folder", it just keeps the FMs in an "fms" subdir, doesn't it? And it doesn't really have the concept of a set of "local installed FMs" vs a set of "local not-installed FMs", but rather just "existent FMs and then one that's 'the current one'". Or something similar anyway. I'm sure there's lots more differences too. Also, if you wanted to download new FMs, you'd have to go in-game to do it anyway, then go back out to your external loader, which seems kinda awkward. I mean unless the external loader also duplicated the download functionality so it could replace the in-game one completely... but honestly that's more than I'm willing to take on. Also, regarding Linux, AngelLoader pretty much can't be made to run on it natively for reasons, unless you're one of the lucky ones who can manage to get it working on Wine (some can, some can't - I haven't been able to). It's tied to WinForms because of the RichTextBox (it needs to be able to show .rtf files) and .NET kinda has no UI framework for Linux, not even MAUI supports it... there's Mono but its WinForms isn't a perfect clone either... I can't move to modern .NET post-Framework versions either because the dark theming breaks. WPF has a RichTextBox but it's unusably slow. etc. It's a whole mess. So, really, given AngelLoader has to support rtf and a bunch of other legacy Windows-y stuff for its Windows-y games, and it's designed with Thief-y assumptions, it would probably be better to write a new loader from scratch that only does TDM and can run cross-platform. You'd get rid of all the irrelevant complexity of a Thief series loader (including the need to display rtf!) and you could use Qt or something to have a nice uniform cross-platform look and all. But I'm not a C++ coder, I only know C# and just barely enough C++ to fumble out some simple things, so I'm not the one to do it. Anyway, AngelLoader is open-source MIT so anyone can feel free to fork, learn from, or take whatever they find useful from it.
  7. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  8. Fully agree. Do it right, if at all. As I said, I was just brainstorming what other things could be done via optional mutators. Also, of course if a player enabled mutators, there's no guarantee that the mission if finishable with those, so there should be some form of disclaimer saying that FMs weren't designed with these mutators in mind and that they might not work properly. The existence of mutators should ideally never affect any mapper in their work.
  9. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  10. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  11. Okidoki a complete listing of all pk4's in my fm folders is as follows D:\Thief\darkmod\fms>dir *.pk4 /S /B /ON D:\Thief\darkmod\fms\alberic3\alberic3.pk4 D:\Thief\darkmod\fms\alchemist\alchemist.pk4 D:\Thief\darkmod\fms\anh\anh.pk4 D:\Thief\darkmod\fms\antr\antr.pk4 D:\Thief\darkmod\fms\beleaguered_fence\beleaguered_fence.pk4 D:\Thief\darkmod\fms\betrayal\betrayal.pk4 D:\Thief\darkmod\fms\blackbog\blackbog.pk4 D:\Thief\darkmod\fms\breakingout\breakingout.pk4 D:\Thief\darkmod\fms\broads\broads.pk4 D:\Thief\darkmod\fms\builders_blocks\builders_blocks.pk4 D:\Thief\darkmod\fms\builders_influence\builders_influence.pk4 D:\Thief\darkmod\fms\business3\business3.pk4 D:\Thief\darkmod\fms\business3\business3_l10n.pk4 D:\Thief\darkmod\fms\caduceus\caduceus.pk4 D:\Thief\darkmod\fms\cathedral\cathedral.pk4 D:\Thief\darkmod\fms\chalice\chalice.pk4 D:\Thief\darkmod\fms\closemouthed_shadows\closemouthed_shadows.pk4 D:\Thief\darkmod\fms\crown_of_penitence\crown_of_penitence.pk4 D:\Thief\darkmod\fms\crystalgrave2_1\crystalgrave2_1.pk4 D:\Thief\darkmod\fms\crystalgrave2_1\crystalgrave2_1_l10n.pk4 D:\Thief\darkmod\fms\deceptiveshadowsv1_2\deceptiveshadowsv1_2.pk4 D:\Thief\darkmod\fms\deceptiveshadowsv1_2\deceptiveshadowsv1_2_l10n.pk4 D:\Thief\darkmod\fms\delivery\delivery.pk4 D:\Thief\darkmod\fms\fauchard\fauchard.pk4 D:\Thief\darkmod\fms\flakebridge\flakebridge.pk4 D:\Thief\darkmod\fms\follow\follow.pk4 D:\Thief\darkmod\fms\gatehouse\gatehouse.pk4 D:\Thief\darkmod\fms\glenham\glenham.pk4 D:\Thief\darkmod\fms\glenham_tower\glenham_tower.pk4 D:\Thief\darkmod\fms\heartv2\heartv2.pk4 D:\Thief\darkmod\fms\holetower\holetower.pk4 D:\Thief\darkmod\fms\houseoftheo\houseoftheo.pk4 D:\Thief\darkmod\fms\innbiz\innbiz.pk4 D:\Thief\darkmod\fms\knighton_manor\knighton_manor.pk4 D:\Thief\darkmod\fms\lich_queens_demise\lich_queens_demise.pk4 D:\Thief\darkmod\fms\living_expenses\living_expenses.pk4 D:\Thief\darkmod\fms\lockdown1_2_1\lockdown1_2_1.pk4 D:\Thief\darkmod\fms\lordsnlegacy\lordsnlegacy.pk4 D:\Thief\darkmod\fms\lstl\lstl.pk4 D:\Thief\darkmod\fms\madmountain\madmountain.pk4 D:\Thief\darkmod\fms\mandrasola\mandrasola.pk4 D:\Thief\darkmod\fms\naog\naog.pk4 D:\Thief\darkmod\fms\nhat2\nhat2.pk4 D:\Thief\darkmod\fms\oldhabits1\oldhabits1.pk4 D:\Thief\darkmod\fms\oldhabits2\oldhabits2.pk4 D:\Thief\darkmod\fms\outpost\outpost.pk4 D:\Thief\darkmod\fms\pandoras_box\pandoras_box.pk4 D:\Thief\darkmod\fms\parcel\parcel.pk4 D:\Thief\darkmod\fms\patently_dangerous_v2\patently_dangerous_v2.pk4 D:\Thief\darkmod\fms\penny\penny.pk4 D:\Thief\darkmod\fms\phrase_book\phrase_book.pk4 D:\Thief\darkmod\fms\rake_off\rake_off.pk4 D:\Thief\darkmod\fms\reap\reap.pk4 D:\Thief\darkmod\fms\remembrance\remembrance.pk4 D:\Thief\darkmod\fms\requiem\requiem.pk4 D:\Thief\darkmod\fms\returntothecity\returntothecity.pk4 D:\Thief\darkmod\fms\rift\rift.pk4 D:\Thief\darkmod\fms\rightful\rightful.pk4 D:\Thief\darkmod\fms\saintlucia\saintlucia.pk4 D:\Thief\darkmod\fms\samhain\samhain.pk4 D:\Thief\darkmod\fms\score_to_settle\score_to_settle.pk4 D:\Thief\darkmod\fms\siegeshop\siegeshop.pk4 D:\Thief\darkmod\fms\sneak_destroy\sneak_destroy.pk4 D:\Thief\darkmod\fms\solarescape1\solarescape1.pk4 D:\Thief\darkmod\fms\somewhere1_1\somewhere1_1.pk4 D:\Thief\darkmod\fms\sons_of_baltona_1\sons_of_baltona_1.pk4 D:\Thief\darkmod\fms\sound_alert_trainer\sound_alert_trainer.pk4 D:\Thief\darkmod\fms\stalban\stalban.pk4 D:\Thief\darkmod\fms\storm\storm.pk4 D:\Thief\darkmod\fms\swing1_2\swing1_2.pk4 D:\Thief\darkmod\fms\thecreeps\thecreeps.pk4 D:\Thief\darkmod\fms\thiefsden\thiefsden.pk4 D:\Thief\darkmod\fms\thieves\thieves.pk4 D:\Thief\darkmod\fms\timeofneed\timeofneed.pk4 D:\Thief\darkmod\fms\too_late\too_late.pk4 D:\Thief\darkmod\fms\too_late\too_late_l10n.pk4 D:\Thief\darkmod\fms\training_mission\training_mission.pk4 D:\Thief\darkmod\fms\transaction\transaction.pk4 D:\Thief\darkmod\fms\trapped\trapped.pk4 D:\Thief\darkmod\fms\trapped\trapped_l10n.pk4 D:\Thief\darkmod\fms\vfat1\vfat1.pk4 D:\Thief\darkmod\fms\vfat2\vfat2.pk4 D:\Thief\darkmod\fms\windowopportunity\windowopportunity.pk4 D:\Thief\darkmod\fms\ws1_north\ws1_north.pk4 D:\Thief\darkmod\fms\ws1_north\ws1_north_l10n.pk4 D:\Thief\darkmod\fms\ws2_homeagain\ws2_homeagain.pk4 D:\Thief\darkmod\fms\ws2_homeagain\ws2_homeagain_l10n.pk4 D:\Thief\darkmod\fms\ws3_cleighmoor\ws3_cleighmoor.pk4 D:\Thief\darkmod\fms\ws3_cleighmoor\ws3_cleighmoor_l10n.pk4 Ahhh glenham.pk4 & glenham_tower.pk4 look to be identical so that would account for one of them I'll have a dig around for a caduceus duplicate, back in a mo --- EDIT --- Found it, caduceus\caduceus.pk4 & stalban\stalban.pk4 are also identical Panic over sorry about that, is it safe to just delete the folders & contents ? Will that reset the mission list or do I need to delete the missions.tdminfo file too ? --- EDIT --- I kept a copy ta
  12. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  13. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  14. Good catch. I fixed the .gui name, and added afterwards this brief explanation: The value here is a path to a custom video material shader. It is set at runtime by the engine, based on information the FM author provided in mainmenu_custom_defs.gui as, e.g.: #define MM_BRIEFING_VIDEO_MATERIAL_1 "video/tdm_briefing_video" (In older FMs, the video was chopped into parts, in which case the engine updates the value just-in-time. See comments in mainmenu_custom_defs.gui for details.) FYI, there is a similar system for debriefing videos.
  15. Did you delete the mission folder under darkmod/fms then download the latest version?
  16. Yes it goes around behind the player. It's a single body of water so it makes sense to merge it all into a single entity. It's easier to manage that way. I don't know if I really expect this to be fixed, or if it's even a bug and more a limitation. I thought I would raise it because the issue with the torches has plagued me for my last 2 FMs, so I thought I would raise it for awareness.
  17. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  18. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  19. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  20. No Honor Among Thieves 1.0 I am proud to announce the release of the first TDM campaign, No Honor Among Thieves. ( Version 4.0 is now available. ) "Turns out those Builders aren't as righteous as we think... no surprises here. An old fence of mine sold me a bit of information concerning the local Archbishop, Lavonte Duchane , and our beloved governor, Archibald Cloist. Governor Archibald has, as of late, been spotted and caught in the local brothels by our very own Builder watch. But, instead of being made public by our lovely Builder brethren, the entire situation sort of vanished. Sounds like blackmail and bribery to me. In the peak of his career an exposure like this would mean sudden death for Archibald - no more noble's support, no more Builder's support, and no more public respect. Bad for his career, but certainly good for mine. What makes the cake even sweeter is that an exposure like would be disastrous for the Archbishop himself. I'm sure the both of them will be very motivated to keep this hush hush. These two really seem like my type - blackmailing and bribing away - so I don't think they'll object when I blackmail them myself... It's time to begin..." Notes: To install, simply unzip the contents into the "fms" directory of your Darkmod installation, or drag and drop the pk4 into the fms folder.. This campaign uses a very large amount of custom materials... models, videos, music/sounds... so it's bigger then the average bear (FM). Also, some of the ambients don't respond well to the sliders... this is a mod issue, and I'm hoping it will be fixed soon! Lastly, some linux users, for some reason, are having problems with NHAT Mission 1/3 showing up. This is because of a capital. Go your fms/Politics and rename the Politics.pk4 to politics.pk4, and also change the folder its in from "Politics" to "politics. Linux hates capitals apparently. Enjoy! Links to newer versions: NHAT v2: NHAT v3: NHAT v4 EFX:
  21. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  22. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  23. Beta 13 More robust TDM file reading attempts: we now try until we can access them or until a 5 second timeout If a TDM file is not found at all, we now continue immediately and don't wait the 5 seconds Rework auto-refresh system to be simpler and more robust: Refreshes run completely on the UI thread now Refreshes happen immediately or not at all; no more deferred refreshes Refreshes are not allowed when the main window is blocked or disabled (mostly if a progress box is up) If a dialog window is open (Settings, About, etc.) then a "lightweight" refresh (UI update only) is allowed, but a "heavyweight" refresh (FM list reload, possible scan and/or readme cache update) is not. Remove installed status from unavailable TDM FMs (those not found on disk) Gracefully handle scenarios where some or all watched TDM files or directories may not exist (clean install, partially broken install etc.) Ignore empty or invalid FM dirs (dirs with no pk4 files in them; TDM clean installs may add an empty "saintlucia" folder for example)
  24. After several months of hard (although very enjoyable) work, I’m proud to announce the release of my first FM - “Cole Hurst 1: Eaton”. Mission description In the northern town of Eaton, Lord Mayor Zelmer is hosting a lavish party at his luxurious estate to celebrate Eaton's establishment... The city's elite, a famous musician and even the Queen will be partaking in tonight's festivities. Screenshots Download “Cole Hurst 1: Eaton” should already be available for download in the game, but you can also grab a copy of version 1.0 from here. To install this copy, simply place the downloaded file named “ch1_eaton.pk4” in your “[the dark mod]/fms/” folder. Notes I would say this FM could primarily be considered a “traditional mansion heist” mission. These were by far my favorite type of Thief 1/2 levels which I have very fond memories of playing through as a child. I suppose this is my humble attempt to create something vaguely similar... I have tried my best to make the story, the readables and the conversations as interesting as I could and so I really do hope that some of you will find it enjoyable. The mission features: I already have some relatively concrete ideas for a follow-on mission in mind, so hopefully I will have time to continue my mapping efforts soon(ish) :) Contributions I have been overwhelmed by the amount of people interested in helping me with this mission. A huge thanks to each and every one of you! Story Kelly Hrupa Voice actors: twhalen2600 (AKA @Benny_the_guard) Kelly Hrupa Testers: @Acolytesix- brisk puzzle solver @duzenko - the man with the admin tools @JackFarmer - objective wrangler @Shadow - a certified spider-monkey who refuse to stay caged @Cambridge Spy - an eagle-eyed book-worm @wesp5 - eager candle-snuffer @madtaffer – readability advisor @prjames - spider assassin @suzy8track – book magician @datiswous – destroyer of crates I would also like to say a special thanks to @Dragofer who has been very helpful with debugging and general advice in cases where I had absolutely no idea what to do. @duzenko has also been very responsive to any game-related bugs that I’ve encountered during the beta phase and also thanks to @nbohr1more for handling this release for me. As I am completely new to mapping in general, I also found @Springheel‘s wonderful TDM New Mappers Workshop extremely helpful when I was first getting started, so thank you very much for creating it. Known bugs/issues While this mission has spent quite some time in beta testing, I’m sure that some of you will discover shortcomings that my wonderful beta testers and I have overlooked. In that case, please do get in touch and I will make sure to address it (to the best of my abilities) in a future update. There are unfortunately also a few (primarily cosmetic) things that I have been unable to solve – at least for this release: The small church model used in Gatwick square has low-resolution textures applied Some picture frames do not match the original frame after being stolen Strange looking shadows on the greenhouses in the garden Visible vertical lines on some interior walls Various gaps/holes in some of the models that I have chosen to use The female mansion lobby guard occasionally sound like a dude
  25. Show me some receipts then. Cool features are cool because they create cool moments and stories. For example, mantling is super cool. If a guard is chasing you and there is a low roof nearby you can mantle up to make a clutch escape. And maybe then you find a hidden vent or something and your entire approach to the level changes. That's a cool moment and a cool story. Similarly, pinching out candles is super cool because it can create moments where the player needs to rush across a room and pinch out a candle before an enemy rounds spots them, changing how the player will approach the room. And I will freely admit, stacking boxes and planks with TDM's physics objects system is super cool. It opens up a lot of platforming possibilities. But where is the equivalent for the ragdoll bodies or being able to pick up and turn over every apparently-not-silver teapot? Ragdoll bodies could be cool if, for example, you could stuff bodies into chests or under beds to hide them. However I don't think anyone does that. Usually it won't work because the body won't fit and you will make a huge racket in the process of trying. In fact it is super-lame because it seems like TDM should allow that kind of gameplay with the ragdolls feature, but it doesn't. Same with object manipulation. What does picking up and manipulate every (non-valuable) plate, hat, cup, and apple actually let you do? You can throw them to distract guards, but that would also be true if they just went into your inventory, like bottles in other stealth games. There could also be loot or important items hidden under them, except in practice it can't be anything important because TDM's object selection is imprecise and its collisions tend to send objects flying or clipping into the world. So what we actually gets is coins and purses hidden under hats... gripping. Edit: Note, I'm not saying these gimmicky features should be removed though. That would break back compatibility with older missions, which no one wants. But we should stop giving object manipulation place-of-pride over more impactful mechanics like shouldering bodies in our tutorials, FMs, and default control bindings.
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