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    1. SeriousToni

      SeriousToni

      What? The mysterious saviour is back to make our Thief lives happier again after such a long absence? I can't believe it's true! Wow thanks so much!

    2. demagogue

      demagogue

      He's like our own Game of Thones mystery crow that leads us to secret treasures.

    3. SeriousToni

      SeriousToni

      Or to an old tree with lots of zombies around.. xD

  1. This one is really essential: https://www.ttlg.com/forums/showthread.php?t=138607 Should work fine with the GOG version.
  2. I have returned to TheDarkMod after a few years (I played it a lot around 2015-16, even tried making a map, it did not go anywhere so I donated those few assets). The missions are great. In this one in particular, the navigation is awesome. The city is very good. I have noticed a trend though: the puzzles are more complicated; a lever may open something *somewhere*. Do you think that large TDM missions are suffering from "puzzle creep", that the veteran and in-community players do not notice? [/spoiler] So you have to go *all the way back* to use the crystal key on the teleporter thingy? And I don't know how to deal with the burning crystals either. I ended up killing nearly all enemies in the mages' place, with sword and holy water, because, yeah, I need to figure things out and I can't be bothered to stealth from one place to another anymore, lol. I will try checking the readables and environment with a bit more patience and see. [spoiler] The old format for spoiler tags does not work, not does changing the '/'. Wow, what a way to advertise "I am dumb" XD IMO the best way is to place gradual spoilers in the forum thread. I know it's a bit of a burden on the authors but answering 20 questions disjointly from different users is one as well.
  3. Personally I think Moonbo's Requiem FM is about as good as one could wish for in terms of a spiritual successor to the Thief trilogy. The story hits all the important notes, and the level design is uniformly top notch across all the expected axes of stealth gameplay. And there is even a sequel that trailblazes entirely new territory from its predecessor in gameplay, story, and tone. That's just icing on the cake. Indeed there several FMs for TDM that I believe equal or even surpass the quality of the original games' levels. The trouble is how do you discover them in that giant downloader list? Are there other great missions in there that I have yet to find? That is undoubtedly the greatest current weakness of this project. The ability to sort FMs in the game client (i.e. both the downloader and the mission launcher) by date, size, and author would be a great help. Search by keywords or tags and support for grouping missions into collections would also be very useful.
  4. OK, I'll try to rearrange to that directory layout. I'll have to lookup how to do that without screwing up Tortoise. I'm not on that machine at the moment, so I can't check your BTW. I don't remember about "branches", but I do remember a local "tags" directory... don't know if it was populated.
  5. Ideally, you should have checked out "trunk" directory only, so that its contents get into "tdm11dev/darkmod_src" instead of "tdm11dev/darkmod_src/trunk". Do you BTW have all the "branches" and "tags" directories near "trunk" ? Maybe not, because they are still closed for public for some weird reason...
  6. I'm wondering if anyone ever checks new posts in the Fan Missions Forums? I've posted 4 questions asking for help for 4 different missions that I can't finish because I"m stuck, and I don't get any help. I posted a question this morning so I don't expect an answer right away for that one. Its frustrating because I would like to finish them. I've read through the posts for each mission and I'm not getting anything from them. If there's someone who could help me I'd really appreciate it. Thanks I guess I'm spoiled from the TTLG forums.
  7. Is it just me or does the TDM Forums favicon look whack?

    1. Show previous comments  1 more
    2. SeriousToni

      SeriousToni

      Yes I was annoyed by that, too!

    3. Epifire

      Epifire

      Glad I wasn't the only one noticing that.

    4. Bikerdude

      Bikerdude

      Will drop Taaaki a message.

  8. Let me elaborate on this tactic: 1) Postulate some crazy concepts about historical events until one gains a little traction either by morons or people who find it to be an amusing meme 2) Test the waters in different forums and social media spaces to see how folks react to this 3) If the forum crowd is determined to be largely left-wing and rationale, overamplify how "idiotic" people are for believing XYZ and then slowly begin associating these "idiots" with anyone they consider their social or political adversaries until you get large numbers of forum members to rant about right-wing "Trump-tards" (etc) and foam at the mouth about all their political grievances 4) Pretend to be a right leaning person, act like a jerk, and get your posts censored 5) Go to right leaning forums and show them that this "theory" is being censored and see if you can get them to integrate it into the larger narrative of "true things that the left is censoring". ( Eg, add it to the pile of Qanon nonsense ). 6) Return to the left leaning forums to mock the right leaning folks for doing step 5. Mission accomplished, you've entrenched more poorly educated people into an absurd belief system and you've ignited a bunch of left-wing derision against them. This type of agitated polarization works well whether you are Putin, the Republican Party, Democrats, etc. Divide and conquer. Here's a tip: Nobody needs to grouse around about what "idiotic" things people believe. If you don't like people believing dumb things, then create a blog, youtube video, or podcast explaining the topic in easy ( and friendly ) terms to those you wish to evangelize into the world of being "not idiotic". The language of referring to people as "those idiots who believe" is a cancer that we suffer too much of these days with political propaganda organizations such as "Media Matters for America" (MMFA) who basically write a single set of political jokes about a daily topic and feed them to all the Late Night television hosts so that if you don't hear them say "republican person X did \ said this dumb thing" from one late night personality, you surely will hear it from another one and the version of what is told omits any nuance or rational counterpoint. In some cases, the words are out-right fabricated from out-of-context statements or things that MMFA thinks people will believe. Here's a perfect example: To this day, late night comedians treat the incriminating emails on Hunter Biden's laptop as "fake Russian slander" even though the New York Times has corroborated their authenticity and they are DKIM signed. They use the laptop story as a talking point about how Republican's are "pro Russian idiots" even though nobody of either political party would be happy to have the son of a vice president using his father's position to arrange financial scams and deals with geopolitical enemies ( China ). Because the latter information is largely invisible to over 50% of the US populace, it serves as a perfect place for political divide and conquer. If the entirety of mainstream entertainment and news are gonna bury or distort legitimate news stories about their allies, what are the chances that anyone will vote for a moderate "middle" candidate? The left will see right-leaning voters who discuss the laptop story as Russian traitors and the Right will see the left as "idiots" who get all their news from television comedians and insane "woke" SJW blue hairs. Perfectly divisive. People need to stop looking at the proles on the ground and start thinking about all the groups that are trying to pull the strings. So I state again, this is no place for astro-turfers, propagandists, and non-linear warfare. Nobody here really cares about what dumb things are floating through the brains of a small group of internet denizens. If these "idiots" grow in numbers, calling them idiots "louder" will not "cure" them or shrink their numbers. The only thing you will achieve is more entrenchment and polarization.
  9. Hi all, me again Now that I've learned how to take screenies on DM (thanks to Aluminumhaste) I wanted to post one that I took but I got an error saying that the image ext that I used was not allowed in these forums, It was .jpg so I changed it to .png and I got the same error again. They're on Photobucket.
  10. DarkRadiant 3.3.0 is ready for download. What's new: Feature: Remove menu options which are not applicable to current game Feature: Grey-out menu entries that are not applicable Feature: FX Declaration Parsing Support Feature: FX Chooser Feature: Renderer now takes "translucent" keyword into account Fixed: Lighting Mode Renderer draws hidden lights Fixed: Loading map results in "Real Hard DarkRadiant Failure" exception Fixed: Crash when trying to set default mouse or keyboard bindings Fixed: Unit Tests intermittently get stuck on Github runner Fixed: xmlutil thread safety problems Fixed: Some materials aren't displayed correctly Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.3.0 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. Have fun mapping!
  11. newer hurts to be careful though i havent noticed any misbehaviour from this filehoster , if there are then it is blocked by my router cause every online scanner i could throw at it says it is clean. still allways a good thing to be vigilant. one small hint for those that want to try and build the source, msvc 2003 .NET does work on win10 but it has a rather odd bug where the search function does not work. this is caused by win10's high dpi scaling so disable that in compatibility settings and also disable fullscreen optimizations and set it to run as admin, this will take care of the problems this old compiler has. the source uses the older dx9 sdk dxsdk_feb2006 which does not use source annotation but if you make a small hack using a dummy sal.h like in mingw-w64 you can actually build it using the latest dx9 sdk from june2010 instead, the binaries in the source are built using the latest sdk btw :). with some more work it could be ported to built with even the latest compilers but it would probably be easiest to do that using cmake scripts to recreate the build solutions for the compiler you wish to use. might even be possible to port it to use clang or gcc but i suspect that might take a good deal of work. on the other hand it could possibly help with a few of the problems like replacing the old dsound interface with openal and other stuff that win10 does not support fully anymore.
  12. Thomas Porter is back in a TDM FM called... LQD is a medium sized FM, made for the TDM unusual contest 2013, where Thomas Porter sets out to get rid of the Lich Queen once and for all! Will he succeed, or will the evil Lich Queen get her sinister revenge on Thomas? The mission was created by me, Sotha. Betatesters: Bikerdude, nbohr1more and Obsttorte are thanked for their efforts on improving this work. Big thanks to TylerVocal for excellent voice acting. Thanks to freesound audio artists: Amliebsh (39222), Steveygos93 (80401), Jackie4ever (83095) and Klankbeeld (133100). Immense thanks for the developer team and everyone contributing to the mod. Release notes: *This mission has player character narration. There is no way to control the volume of the player lines in TDM 1.08 and they are at 100% volume at all times. For optimal experience, be sure to set SFX and ambient close to 100% volume in the in-game audio settings and fine tune the volume to nice levels from you operating system's mixer. That way the world sounds match the player voice in volume and your gameplay experience is not reduced by very loud player narrative. *This mission involves using objects with other objects. Normally objects are used like this: push R to drop the item into your hands, move the item where you want to place or use it. *This mission has a video briefing, so you have the habit of skipping the TDM logo which is visible before the briefing, do not skip it or you will miss the briefing. Download link: Use the ingame downloader to get it. As always, it is not recommended to read the thread further before you have completed the mission. Someone will fail to use spoiler tags. [spoiler] This will be hidden [/spoiler] Enjoy! Please remember to give comments and vote! -Sotha.
  13. I believe you guys, but then we should get some info about that on the video options screen to avoid confusion. I made a quick improvisation, please check it out by replacing the following two lines in english.lang: "#str_02298" "Screen size, aspect ratio or fullscreen changes require a restart." "#str_02299" "Fullscreen size is locked to desktop, use render scale to adjust."
  14. Are you in Fullscreen, Windowed, or Fullscreen Windowed mode? As I recall, there was a plan to ditch "real" resolution switching in favor of "resolution scaling". Though... I thought that would also mean that if a user selected a lower resolution TDM would automatically change the internal FBO resolution factor which I don't believe has been implemented yet? I do remember real resolution changes worked for me in earlier TDM 2.09 beta builds but I am a Linux user so screen management may differ for me.
  15. Thanks for playing and the kind feedback re: the bugs: the brew tank is a new one - thanks for that. Will add it to the list for any future update. the bow: I think that's a TDM bug. I experienced it as well, but only the early days of developing the mission so I thought it had gone away, but I guess not: https://forums.thedarkmod.com/index.php?/topic/21345-210-crashes-may-be-bow-frontend-acceleration-related/ the keys on the guard: never did get to the bottom of that one as I could never reproduce it.
  16. Thanks! Hint for the safe code here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=485264 Actually, it's probably time I added these hints to the original post....
  17. The Transaction is a small/medium sized map in which aspiring thief Thomas Porter delivers the cryptic book, 'De Vermis Mysteriis' to a bookstore owner named Victor de Grenefeld. It is the fourth mission in the Thomas Porter series, continuing from where The Glenham Tower ended. The mission was created by me, Sotha and I wish to thank BrokenArts, Melan and Ocn for playtesting and Bikerdude, BrokenArts and Ocn for voiceacting. An enormous thanks goes also to the fine people who created TDM and are still working hard, bringing it ever closer to perfection. Thanks also to the community for helping with my mapping efforts. Extra thanks to freesound.org -contributors who make excellent quality sound effects available for free. Trailer (thanks to ocn!) http://www.youtube.com/watch?v=EBdEsKoqWl4 Briefing: Ah, the town of Glenham. I never really thought I would be happy to see its shabby wooden miner dwellings, but after the nightmares of the Glenham Tower I'm happy to see any kind of civilization. During my return trip from the tower the ghostly mist veil transformed into an intense thunderstorm and heavy rain. My clothes are soaked and I'm dreadfully tired of the harsh tribulations of the past few days. My task for tonight is simple. All I have to do is to get the strange and incomprehensible book I obtained from the tower, 'De Vermis Mysteriis,' to the bookstore owner Victor de Grenefeld. And more importantly collect the hefty sum the bookstore owner promised to pay me. With that kind of sum I can sit back and relax for a while. I'd better stay in good terms with my customer and not steal from him. I have the hunch that de Grenefeld is a well connected man so staying on his good side might be beneficial for me in the future: maybe they'll need a skilled adventurer like me and I could turn legitimate. I could earn my keep and I wouldn't need to constantly hide from the city watch. At any rate, I've got it all planned out for the remainder of the night. I'll visit the bookstore, drop the book to de Grenefeld and collect my fee. After that I'd better hide in the basement of an abandoned building I've spotted near the town north gate and get some well deserved rest. I don't think the city watch would think a cloaked and armed person like me would be on honorable business in a stormy weather like this so it would be wise to avoid all confrontation with the guards. I do not need any misunderstadings with the city watch right now. The undead horrors in the Tower forced me to expend most of my tools and I desperately need more equipment if I intend to continue my budding adventuring career. I should get some extra gold for new gear and maybe a few holy water potions just in case. There is a Builder church nearby where I might be able to find some. I suspect those fanatics might have gold hidden there as well.. It is time to move in the town and get the things done quickly. Somehow I have a bad feeling about all this. It's probably nothing, probably I am just jumpy because of the horrors in the Tower and sleep deprivation. Tomorrow I'll sleep long, relax and eat well. UPDATED LINK: Use the ingame downloader to get it. Bikerdude was added in the author, I forgot him. No other chages. Could The Powers That Be make sure that this version ends up in the ingame downloader? Thanks! Known bugs: One betatester experienced an error ("ERROR: Failed to spawn player as 'atdm:player_thief'"), which drops the player back to main menu upon map load. If you experience this scenario, please turn EAX off in the options menu. That cleared the problem for the tester. Warning! There is ALWAYS someone who fails to use spoiler tags appropriately. I recommend you read this thread further only after playing the mission! Avoid spoilers.
  18. DarkRadiant 3.2.0 is ready for download. What's new: Feature: Show entityDefs related to selected models in Model Chooser Feature: Support for rendering blend lights Feature: Implement sorting of Interaction Stages Feature: Recognise type of "set x on y" spawnargs Feature: OBJ files: loader supports usemtl keywords directly referencing material names (without .mtl file) Fixed: Material editor: additional preview object in textures/glass/ materials Fixed: Every attempt to load a texture will trigger a SIGSEGV signal caught: 11 Improvement: Update to wxWidgets 3.2.0 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.2.0 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. Have fun mapping!
  19. I never realised Bill Gates was a member of these forums. Welcome to the community! I hope you enjoy The Dark Mod. Perhaps your Foundation could help pay for the server hosting or fund the development of some new features?
  20. The problem with a "theme" system (I think) is that it's forcing the assets into categories they may not fit well into or that don't make sense; or I mean it's forcing the mapper to think in terms of discrete "categories" at all, when that may not be most effective. Whereas a tagging system doesn't impose any "system"... Tags are completely open-ended, and could be at any level of scale or heirarchy -- you could have: bathroom-furniture, made-of-wood, Victorian, X-author's set, good for triggers, items for a bookshelf, architectural, magic, etc, etc... as tags, but not all of those categories make sense as discrete themes with other co-themes at the same level. I guess this is a longwinded say tagging more intuitively lets you target what you want without imposing a structure you have to wedge it into ... just a totally open field of tags from any walk of life. Edit: This is not to say tags should be arbitrarily specific. There should be tags of general categories too of course; even these will be the backbone of the system. But the whole point is tagging allows multiple layers, so you can use the general category tags to start your search, then ween it down with increasingly specific tag sets, whatever is best for the asset set. Some asset sets, or especially combinations, will categorize differently than others, and tagging is ok with that. Edit2: The image I have in my mind anyway is like a photo-collection tagged collection. There's an opening page with a tag cloud with the most common basic tags (general category) the largest in size and minor ones smaller, which you click on and then you get a browser with that set of textures. Then on the left hand bar will be all the tag-combinations within that set (other tags textures in the set are carrying; then in parentheses maybe the number of AND-textures it'd filter down to / OR-new textures they'd bring in), the major tags again larger or highlighted somehow, which if you click one of those new tags, it'd filter the browser to show the AND set. And maybe there's also an option so you could have an OR set and get both (or even select a new OR set from the full tag cloud), which adds new textures into the browser window, and also new sets of tags in the left-bar (the new tags carried by one or more textures in the new set). Also there's a place you could back out of a tag to cut that subset out. So you could open up & winnow down the set as you desire. It ends up a kind of way to browse through the whole collection by navigating through tag AND/OR combinations. Also there's a search bar where you could type in a tag at any time also.
  21. Brief overview GRAPHICS 1) Required OpenGL version raised to GL 3.3. This version is supposed to be final for the nearest years. ARB shaders removed completely. Some further cleanup done. 2) The rendering now works on the "new backend" by default, and the old backend is marked for removal in future. The new backend is not only a major refactoring of OpenGL-related code, but also a strong movement towards minimizing driver overhead. It includes improvements like: UBO streaming, bindless textures, multidrawindirect commands, lightgem triple buffering. 3) The additional color correction that got included into 2.08 has been disabled. Also gamma/brightness settings now affect everything, including: underwater, GUIs, menu, etc. As the result, the gamma/brightness behavior of TDM 2.07 is fully restored. 4) RGTC texture compression is now used by default for normal maps. The plan is to convert existing normal maps to DDS files with RGTC compression in future (to reduce load times). For now compression is done during level load. 5) The well-known cvar com_smp aka "Multi Core Enhancement" optimization has become stable enough to be enabled by default and to be removed from the settings menu. Its place in experimental settings is now taken by the new parallel optimization: cvar r_useParallelAddModels aka "Frontend Acceleration". Needless to say, this mode has got a major overhaul and numerous fixes. 6) Added sharpening filter, which is applied to the final rendered image and improves its look. It is enabled by default, controlled by "Sharpen Image" setting in the menu. 7) Fixed "borderless" fullscreen mode (Windows-only). Ironically, it was broken in 2.08 release and worked exactly the same as ordinary fullscreen mode. Now it should hopefully work as intended. MAPPING 1) First implementation of "hot reload" feature: updating new map changes without restarting game. It is also integrated into DarkRadiant (with the help of DarkRadiant devs , of course). Here is the wiki page about it (beware: it is quite technical ). Please report related issues and feedback to the dedicated forum discussion. 2) Finally, the rotation hack is totally removed from any map when player loads it. For any entity, bad rotation is embedded into its model. Internally, the transformed model is saved on player's machine as "proxy model" (4970). 3) Particle systems were greatly refactored, fixing the issue with bounding box (5136). Added "mapLayout linear" mode to particle static collisions, which allows snow or fire to stop at objects (5437). See also wiki page about particle collisions. 4) Every warning about missing image/sound is followed by detailed explanation how it was referenced. It is controlled by decl_stack cvar and is enabled by default. It is already helping us in a desperate fight with console warnings 5) A bunch of console warnings were fixed or disabled. More fixes will follow in future. 6) GUI scripts got some attention due to the story of menu refactoring (5323 - not done yet). Fixed awful bug about lost GUI commands. Added much more debug logging under LC_MAINMENU/LT_DEBUG. ASSETS 1 ) Added bed/shelf/desk prefabs and desk models by Dragofer. 2) Streamlined and cleaned up TDM's prefabs. Make sure to also get DR 2.11 for its greatly improved handling of prefabs! (5499) 3 ) Added new statue provided by LDAsh. 4 ) Added moving version of Epifire's steam engine as a prefab provided by bikerdude. (beta4) 5 ) Added blue version of the fire elemental. 6 ) Added display cabinet provided by bikerdude. 7 ) Added naval clock decorative item by Dragofer. 8 ) Added openable version of the display case with prefabs. 9 ) Added Dram's animated firefly particles and prefabs in 4 colours. 10) Added or restored ambient AI entities and prefabs. 11 ) Fixed sounds from unlit/extinguished gas lamp (5216). 12 ) Various asset fixes: cathedral_torn skin for paintings, chandelier_ornate02 model, restored prefab of AIs playing dice etc. 13 ) Fixes for the manbeast character by Dragofer and Kingsal. GAMEPLAY 1) Conversation and other sounds are no longer stopped by saving or going to main menu (4341). 2) Added experimental gamepad support (instructions here 5400). 3) Creeping now works in "always run" mode (5320). BUGFIXING cull objects behind mirrors (4946), AAS limit on dmap, inventory cursor crashes (5302), blurry parchments fonts, lockpick highlight, black screenshot in downloader (4488), crash on door unlocking (5318), hyphens in skin files (5322), doors stuck after long play (5331), bind/unbind crash (5409), custom fire arrows crash; TROUBLESHOOTING CVARS * r_useNewBackend --- which rendering backend to use. Default value of 1 means using the new one. In case of graphical issues, it might be worth trying to set it to 0 to check if issue goes away. Note: please report all problems which happen with value of 1, but don't happen with value of 0 ! Most likely the old backend will be deleted completely by TDM 2.10, so if there is any problem with it, it's better to know about it now. * r_usePersistentMapping, r_useMultiDrawIndirect, r_useBindlessTextures, r_gpuBufferNonpersistentUpdateMode --- cvars for enabling/disabling various code paths in rendering backend (some of them only work with new backend). In case of graphical problems, changing one of these might help. But even if it does, please report the original issue to us! * r_useParallelAddModels --- controls new acceleration for rendering frontend. Can be changed in Experimental graphics menu under name "Frontend Acceleration". It can potentially cause crashes, including rare and nondeterminstic ones =( * g_entityBindNew --- switches the code for binding entities between the old and the new one. Might be relevant in case of crashes, attachment/bind issues. * r_postprocess_XXX (6 cvars) --- affect color correction and gamma/brightness. If you decide to use old darkmod.cfg, then be sure to reset them all to defaults, otherwise you'll have overly bright main menu. MORE CVARS * r_shadowMapSinglePass --- experimental optimization for shadow maps only. By default it is 0 (disabled), it can be enabled to 1 (generate many shadow maps at once) and 2 (compute interactions from many light at once). We would be happy if you post your results * in_pad* --- configuring gamepad (experimental). See more info here. * decl_stack --- enables/disables "stack trace" for missing asset warnings. NEW COMMANDS * reloadMap --- that's manual hot reload command without DR. Forces reload of changes from the .map file. * respawn {entityname} --- deletes and spawns afresh entity with specified name (from .map file). * bindPadButton ??? --- controls experimental gamepad bindings, see instructions.
  22. After a few years pass... Everything that was wrong / incomplete - or just plain broken is FIXED. (esp. the Linux Fullscreen issues, they were pesky) Most Excellent Work Dark Team!
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