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  1. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  2. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  3. I think the game treats everything inside "fms" as "mission assets", and everything in game root directory as "core assets". You can check it at the start of game console, where all the paths are listed.
  4. Announcing the release of “A House of Locked Secrets” for The Dark Mod! Download Download the latest version of the Dark Mod here: http://www.thedarkmod.com/download-the-mod/ Download the mission here: Mediafire: http://www.mediafire.com/download/4awe6e756m12p71/ahouseoflockedsecrets.pk4 Southquarter: http://www.southquarter.com/tdm/fms/ahouseoflockedsecrets.pk4Taaki: http://darkmod.taaaki.za.net/fms/ahouseoflockedsecrets.pk4Fidcal.com: http://www.fidcal.com/darkuser/missions/ahouseoflockedsecrets.pk4 The mission should also shortly be up on the in-game downloader. General Notes -A House of Locked Secrets is a campaign, with two levels. -The mission is also a sequel to the Dark Mod FM “Requiem”. While you don’t need to have played Requiem to enjoy this mission, it is recommended, as it will help you better understand the lore of this corner of the TDM universe. -There is a companion novella to this series, Shadowcursed, available at Amazon.com or Smashwords.com. If you beat this FM, you can get a coupon code for 50% off the price! -The map you get of the manor is an automap which tells you which room you are currently in. Use it, along with the compass to help find your way. -Most inventory items in the game can be dropped, so no need to carry them around after they are no longer of any use. -If you use noclip or other console commands while playing, there is a good chance that you will break the intended flow of gameplay. Credits Mapping and Readables: Gelo R. Fleisher Voice Acting: Amber Collins, Bikerdude, Commander, Goldwell, Mortem Desino Additional scripting: Obsttorte, SteveL Additional textures and assets: Bikerdude, Crowind, Fidcal, Flanders, Goldwell, Grayman, Kyyrma, Melan, Nielsen, Sotha, Springheel Additional map optimization: Bikerdude Custom Soundtrack: Sarah Eide - www.saraheide.com Additional Music: cmusounddesign, Gigagooga, Lee Rosevere, Leonardo Badinella, Marianne Lihannah, NewEonOrchestra, Sarah Eide, Tabias Scot, Zoro. Additional Sounds: club20sound, ERH, geoneo0, Grayman, kevinkace, nothayama, qubodup, SoundsExciting, speedygonzo, swiftoid, viznoman. Testers: Airship Ballet, AluminumHaste, Baal, Bikerdude, Deadlove, demagogue, Diego, Dunedain19, gnartsch, Goldwell, Lowenz, Lux, nbohr1more, Oldjim, PranQster, SteveL, Xarg A note from the author After a lot of work ‘A House of Locked Secrets’ is finally ready for everyone to play. More than anything else, this FM was a team project. If the official TDM campaign never gets released, you might consider this to be the unofficial one, as almost everybody on the core TDM team lent a hand toward its completion. Of the many contributors, I especially want to thank SteveL whose custom code turned what was just an idea in my head into the FM you now get to play. I also want to thank Bikerdude, who performed a lot of optimization work on the map, and Goldwell whose voice brought to life many of the mission’s characters. If you like the music in the FM, check out the work of Sarah Eide (www.saraheide.com) who composed most of the custom soundtrack. Also, Marianne Lihannah makes a return from Requiem with a few songs, so check out her work too (www.funeralsinger.net). They'd both love to hear from you, so if you liked their music, let them know! On a personal note, I hope that this FM will give you a few hours of enjoyment, and if it does, feel free to drop me a line either in this forum thread, my work blog, or via email. In the future, other writing and game projects seem set to take up a lot of my time, so I give permission for anyone (preferably the TDM team) to update both Requiem and A House of Locked Secrets to fix any bugs or compatibility issues. I just ask that fixes be limited to correcting for glitches or for issues that come up due to future TDM releases. I do give permission for people to make visual & gameplay changes too but ask that you release these changes in a separate version than my release, and I ask that you make no changes to the story, readables, and plot. With that all out of the way, I want to thank you again for downloading and playing ‘A House of Locked Secrets’; I hope you enjoy it. God bless, Gelo “Moonbo” Fleisher
  5. Dear fellow TDM members, as I recently came back to catch up with some TDM playing the question came to my mind: Why are so few missions using narrative elements like NPC dialogues or let the player's character expressing his thoughts by speaking to himself? In the original Thief games, NPCs talking to each other and Garrett commenting what happens added much to the story a mission would pursue. In most TDM missions, the narrative comes only from readables and NPCs just walk their routes up and down mumbling to themselves. Please note, that this is not meant to be as critique to those FMs and their authors! It's just my personal experience, that leads me to two things to discuss: Why are scripted dialogues / sequences used so sparingly in FMs? Which FMs do you know, that make use of these elements? I would like to hear your persnoal thoughts on this. Thank you!
  6. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  7. The Alchemist is a full-size city and mansion Dark Mod FM, the fourth in the Thief's Den series in which you play Farrell. It follows on from Heart of Lone Salvation so you should play that first. The main build of this FM was by Sotha who was unable to continue work on it. I (Fidcal) could see the potential so completed it, somewhat roughly and quickly, so it could be enjoyed rather than abandoned. Even so, it exceeded my original estimate! Read the notes below while you ... DOWNLOAD HERE. (27MB) Sam's death hit me hard and I've not been feeling so good. I'm worried I didn't get rid of the Heart of Lone Salvation quickly enough. I don't want to end my days like Martha Edridge. A health potion is too weak; I need something stronger. Only a holy healing potion will lift a curse so I need to find a good alchemist. But the city watch have been tipped off and the district is alive with guards searching for any intruder they find on the streets. I have no choice: I must get that potion... This FM needs Dark Mod Update 1.02 or later. TIP: You cannot drink the holy healing potion if you are perfectly fit! As said in the briefing, the city watch are already ALERT right from the start and much more likely to notice you in the dark. You'd better be ready to move! ALLOW 2 TO 4 HOURS PLAY FIRST TIME AROUND Players with low end machines will find this slow in some places especially when there is an alert. Hide. Let things calm down. Closing doors behind you may help. In Dark Mod some glass is breakable using any weapon. It may require several hits. But there is also toughened glass which cannot be broken. Only one way to find out which is which! Do not use Esc during the briefing or the cursor becomes invisible. (You can still select blind though looking for highlights.) You can skip the briefing with the left mouse button. If you miss anything you can use the back button to show it again. Above all, Enjoy! [EDIT] updated with debugged combination lock script 5 June 2010. If you had a previous version installed make sure it is totally removed first, ie, doom3/alchemist and darkmod/fms/alchemist. [EDIT] If you get strange crashes there is a known bug caused by the spiky balls. This is fixed in Dark Mod but I think not released until 1.03. Try my patch from http://www.fidcal.com/TEMP/alchemist_patch2.zip It makes the spiky balls passive - they don't do damage - but apart from that no difference. Close Dark Mod Unzip the patch into your game folder doom3\alchemist Start the FM afresh, don't use earlier gamesaves.
  8. The devs didn't title this thread, and @datiswous said they're attempting to mislead people by using Russell's name and a retro style to make it resemble Thief, which is cynical. I grew up on forums like I'm sure anyone who likes a game from '98 did. I actually left the Discord immediately after joining it because it was more off-topic doom-posting than anything relevant to the mod. I thought the forums might be better, but it's mostly just grown men yelling at clouds and telling strangers how mature they are, and a few brave souls actually developing anything. Depressing place, I'll just stick to enjoying new missions every 6 months without an account.
  9. True, but, 1. this thread is called "Western stealth FPS with Stephen Russell", and, 2. nothing you said changes anything for me. The gameplay still doesn't look like something I'd enjoy. And, if you really think this forum is cynical, then you don't visit forums much. Actually, the majority of the users are are pretty mature, unlike in other forums.
  10. I'd been chasing down a persistent and annoying leak without cause. The map had been fine this morning and compiled. Later had this going on. Every previous version I tried had the same problem. So in an attempt to solve it, I loaded TDM, loaded a different map, went back to my map, did a cleanup and then installed my map. Go to dmap my latest v162 not found, v161 gone, 160, 159, 158 etc etc check the folder and it's all gone, all folders, models, textures scrpts everything is gone! 3 weeks work lost and no explanation as to how it can do this???? I've been working for 4 to 6 hours a day for 3 weeks. OMG I've lost so much! How can TDM Do this????? I tried winfr data recovery but it always comes up empty, not really sure how that works. I used to be right up with DOS. Is there no way to get it back? This has to be fixed!!!
  11. Personally I can see some ancillary benefits from trying to move TDM from non-commercial-libre to true-libre, beyond getting off the FOSS community's naughty list. There are a fair few indie devs who have tried to make modernized Thief-likes. None of them have done half as good a job as this community. I think that is generally down to the engine. All the detection and movement systems take a lot of time to implement, which you guys have already paid down. Imagine if those indie devs had the option to use TDM as the base for their games. More of these games would be published, and more would be successful. And this in turn would grow the public knowledge base about working in Dark Radiant and TDM. Some of those devs might make their own public FMs. Some might contribute to the wiki and documentation. Some might contribute to project maintenance or even donate new features that they develop. Personally I would call this one of the bigger things that you could do to keep the project alive. It would definitely be a big project to bring the project assets into compliance or to fork off a compliant TDM-lite. A year ago I would have said it is impossible, but AI is changing things. It can make art and it can write code, and especially when it has a working example of the thing it is recreating to learn from. It still would not be easy, but at least possible. Let this be a lesson for creators to select your licensing carefully. It is not always easy to change after the fact.
  12. Yes, but the Debian objection to the 2.3 GB size in their repository still remains. Perhaps TDM could provide a repository for hosting that data, and "TDM-libre" asks the user to add the URI of that repository to their system, and download the gamedata before they can download any OMs or FMs?
  13. This is the same scheme the most radical voices in this debate have been asking for from the start. (Myself among them.) I thought it was settled that having extinguish on short click created a back-compatibility risk for a small subset of old FMs. I think the concern was putting out candles that are needed as a light source to progress, and then not having flint to relight them. That's why the current (mechanically and cognitively sub-optimal) compromise was selected. Am I remembering right? If so, let's just all reread the thread history rather than rehash this argument over again.
  14. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  15. You can create shortcuts to DR, passing an fs_game=your_fm parameters to DarkRadiant.exe, e.g. DarkRadiant.exe fs_game=fms/yourmission It will override the setting saved to the user.xml file in your settings folder. Works with fs_game_base as well.
  16. With TDM 2.12, after the credits finished, the "Mission Complete" screen did not display. I found that the screen was black and I could hear my footsteps when I tried to move around. I think the reason for the mission not completing successfully was that the "Do not kill or harm allies" objective was never marked as "1 = STATE_COMPLETE" instead it was left as "0 = STATE_INCOMPLETE". Note, I didn't use noclip throughout the mission. Same as: https://forums.thedarkmod.com/index.php?/topic/18054-fan-mission-the-accountant-2-new-in-town-by-goldwell-20160509/&do=findComment&comment=458491
  17. How about using TDM automation framework (and maybe pcem/qemu)? More info see: https://forums.thedarkmod.com/index.php?/topic/19828-automation-features-and-discussion/
  18. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  19. 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.
  20. I just recently became aware of this feature: https://wiki.thedarkmod.com/index.php?title=Particle_collisions_and_cutoff Unfortunately I completely missed it, as when I went to create weather effects in my FMs I just followed this (which doesn't mention it): https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Page_3#Rain_and_Snow The point of this thread is to a) make people aware of it and b) gather feedback from any mappers that have used it so we can get some mapper-focused documentation in the Wiki. The page above is great for background information about how it works, but as a mapper I really just want to know: What are the limitations of this (i.e. when should it be used and when shouldn't it be used)? Why isn't it the default behaviour? Why all this work to get it into the map? What built-in support for it exists (particle definitions, materials, etc). Do I need to create all this stuff myself? Texture layout vs. Linear layout: what's the difference in the end, pros/cons, why would I use one over the other... Why does it need a separate command (runParticle)? Can this just not be bundled in with dmap? A clear, step-by-step instruction on how to implement it in a map from beginning to end using a simple use case. Tagging some users who have relevant experience with this: @stgatilov @Goldwell @Amadeus
  21. Dunno. I always assumed not. So for my testSubtitles... FMs, I adopted a QA workflow to make corrections in large batches, so the restart was needed less often.
  22. Announcing the release of the fourth William Steele mission! Summary Steele is in what’s left of the quarantined Warrens, where he searches for the elusive murderer Gyles Deacon and evidence that Deacon was responsible for murdering Steele’s parents. The William Steele Missions The Warrens is the fourth of several Steele missions. Altogether they'll tell a story of corruption, greed, and revenge. At some point, I might package them as a campaign, in addition to the single missions. (We’ll see about that.) If you haven’t played WS1: In the North, WS2: Home Again, or WS3: Cleighmoor I suggest you complete those before playing WS4: The Warrens. Download The mission is available from the in-game download page. In addition, it can be obtained here. Place ws4_warrens.pk4 in your fms folder. TDM will recognize it as a new mission. Build Time Nearly 4 years. I18n The Warrens is ready for translation. EFX This mission is the first William Steele mission to take advantage of EFX, so make sure you turn that on. Thanks Thanks to the TDM team for creating a terrific platform for storytelling and stealth gaming. Thanks to my beta testers: Abusimplea, Aluminum Haste, Bikerdude, Boiler's_hiss, Cambridge Spy, ERH+, nbohr1more, Ubersuntzu, unfairlight, and Xarg. Thanks to Goldwell for his voice work on the opening monologue and the voice on the cylinder. Thanks to Sotha for a praying animation for the priest. And thanks to YOU, for playing! Known Issues If you experience low frame rates, please consult the Performance Tweaks page on the Wiki. Important This mission requires TDM 2.06 or later. The William Steele story relies a lot on readables. Please try to read every readable you find. Most importantly, Enjoy! Screenshots WS5: Commerce Bank Commerce Bank finds William Steele seeking important information in the halls of a prestigious institution. You can find it here.
  23. To cater to both audiences. I mentioned LibreGameWiki as one example. nbohr1more mentioned other uses. Explicitly allowing reuse and spread will help TDM reach a wider audience and would hopefully attract more volunteers. More volunteers which can help improve both TDM versions. There are several benefits for a project of being in the Debian repo. One is that TDM Debian-users can report defects on any package directly to Debian (no need to register on separate forums). Debian may then fix the issue themselves (in their "TDM-libre" package) and will offer the patch upstream to TDM, who can then choose to accept or reject the patch. I envision "TDM-libre" to have the same capability of downloading any mission as regular TDM. The only difference is that "TDM-libre" would come packaged with the regular engine (which is GPL+BSD) and an included mission that has libre media/gamedata. When I play TDM by myself, I want the unlimited-play and can accept commercial restrictions. But if I were to promote it somewhere, or charge for a stream when playing online, or make a video, I would want a version without commercial restrictions (and can temporarily accept limited-play) to make sure I don't violate anyone's copyright. Perhaps. That's what I'm trying to find out.
  24. I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
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