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  1. I'm happy to present my first FM, The Spider and the Finch. There may be a spider, but no ghosts or undead. It should run a couple hours. It's now available on the Missions page or the in-game downloader. Many thanks to the beta testers Acolytesix, Cambridge Spy, datiswous, madtaffer, Shadow, and wesp5 for helping me improve and making the mission to the best of my abilities. This would not be have been possible without Fidcal's excellent DarkRadiant tutorial. Thanks also to the many people who answered my questions in the TDM forums. Cheers! 2023-12-13 Mission updated to version 3. Fixed a bug where the optional loot option objective was not actually optional. Updated the animations for Astrid Added a hallway door so the guards are less likely to be aggroed en masse. 2024-05-31 Mission updated to version 4. Adjusted tower guards Added voices for conversations Improvements to objectives
  2. I just finished The Black Parade (it was really nice), and, now I kind of tasted blood. You guys know some top notch fan missions for either game, which I should play? They should be of similar quality as the missions in The Black Parade. I frankly have no idea about the mission makers in Thief and Thief 2, so, I have to ask. I know that Melan did some missions for TG and TMA, but, frankly, I liked his TDM missions better. With the other mission authors, I have no idea.
  3. EDIT: This topic was initially named "Frob Helper madness". ----------------------------------------------------------------------------- While working on something I analyzed the Frob Helper. The Frob Helper was enabled by default in 2.11. The options were: Show Frob Helper: Yes [Default] No [Tip] Makes interacting with small objects easier by temporarily displaying a white dot. ------------------------------------------------------------------ In 2.12 the Frob Helper remains enabled by default but things changed: Show Frob Helper: Always Hover Fade In [Default] Fade In Fast No [Tip] Makes interacting with small objects easier: Always = Show crosshair dot at all times Hover = Instantly show dot on highlight Fade In = Gradually show dot on highlight Fade In Fast = Same as Fade In but faster ------------------------------------------------------------------ If I was new to TDM I would expect a "Frob Helper" to help me identify frobs: you can interact with this, here is the helper so that you know it and you know where the center of the screen is in case you need it. The Frob Helper however was designed to compensate for the shortcomings of other mechanics of the game, and as such, the Frob Helper is flawed by design: it only shows up if the size of the object is smaller than the arbitrary value of 40. I will say at this point that I am well aware of the tdm_frobhelper_ignore_size cvar but this isn't the point. This game isn't a shooter and "Always on" is not required unless we are talking motion sickness, in which case it belongs in a hidden cvar, for the few that may need it. The starting point of the Frob Helper should have been: On (the helper shows up whenever you can interact with something) Off From this point we can expand with more options, of course: Always on (not recommended based on the nature of the game) On for all items - Hover On for all items - Fade In On for all items - Fade In Fast [Default] On for small items - Hover On for small items - Fade In On for small items - Fade In Fast Always off
  4. Thanks for the permission, I changed the internal names again to make sure it stacks but I don't really know if it works. As for the patch vs modpack situation, this reminds me of my Bloodlines Unofficial Patch. When I began working on it I restored all the lost content that I could find until players complained that they only want to play the original game with no bugs. So I split the patch into a basic version, almost bug fixes only, and a plus version, restoring and recreating a lot of content. I have the feeling you and I are maintaining the plus and basic mods for TDM at the moment. You go all in and I like that, but I keep it to the basics for everybody who only wants slightly improved original gameplay. And of course things like the bottles belong into the core game anyway and then we can remove them from both our works !
  5. LOL, blame it on my English, I didn't think it could sound that way Everything I do is unofficial. Thanks to the great scripting system this engine has and thanks to past and present Developers that kept opening the engine with each new release to more and more scripting events we can create complex plug and play mods (or add-ons) that sit on top of everything without the need of touching the source code. Going to some places is tough for the developers - even when they truly want to go there - and mods can fill some gaps. The Modpack can be easily installed (download and move) and can be easily removed, leaving no traces behind. Give it a try, if you like, and experience it first hand. (Regarding "Extra dynamic brightness based on lightgem values") Yes, I agree. It should not be constant otherwise we end up with pointer that is most of the time too bright simply because its static brightness must account for all potential situations. I ran tests in many different scenarios going from the darkest missions (ie: High Expectations) to the brightest (Reap As You Sow) and while using the lightgem as reference isn't perfect it helps immensely in keeping the brightness down when sneaking in the shadows. Pointers designed to blend in with the user interface A HUD element that can be perceived as part of the game, because of the style and/or functionality. Little trick to make things flow when operating doors The ring fades out when frobbing a door inviting you to carry on with your business. Technically, the ring fades out when a door rotates.
  6. Welcome to the Snatcher's Workshop. Come on in, we may have something for you today. Feel free to look around. We trade everything here. --------------------------------------------------------------------------- We realize new ideas and take existing ideas for a spin. For fun. Somewhere in this post you will find a download with mods. Good care was put to make all mods as little intrusive as possible to make them compatible with as many missions as possible. This set of mods will never break your game but some features won't be available in a handful of missions (the reasons are known). Feel free to report here what works and what doesn't. TDM Modpack vs. Unofficial Patch With the release of recent versions of the TDM Modpack I consider the most relevant features of the Unofficial Patch have been matched, superseded, improved, or simply implemented in different ways. More importantly, the TDM Modpack is not only tightly packed and it has a minimal impact in your install but it achieves more by altering less core files, meaning more compatibility and less maintenance. One can, of course, argue. TDM Modpack v4.2 Compatible with The Dark Mod 2.12 ONLY A lightweight, stable, non-intrusive, mission-friendly Modpack for The Dark Mod that includes many enhancements and a new set of tools and abilities for our protagonist: peek through doors, blow and ignite candles, whistle to distract enemies, mark your location, an invisibility-speed combo and more. Mods included in the pack do not alter your game or any of the missions in any relevant way. The pack includes enhancements to the core game and additions that can be used in missions but at the same time respects the vision of the mission creators. It is up to you to make use of any of the new tools and abilities or not. Please note that sometimes authors include in their missions their own versions of core files and as a result, some mods are not available in some missions. All missions will play fine regardless. Release posts: v4 series: v4.0 | v4.2 v3 series: v3.0 | v3.2 | v3.3 | v3.4 | v3.5 | v3.6 | v3.8 v2 series: v2.0 | v2.2 | v2.4 | v2.5 | v2.6 | v2.7 | v2.8 v1 series: v1.0 | v1.2 | v1.4 | v1.6 | v1.8 What's included in the pack? -:- APP: GENERIC MOD ENABLER -:- Credits: JoneSoft License: Free for unlimited time for Home users and non-profit organizations. Description: A portable, freely distributable Mod enabler/disabler. This application is required to run mods safely and it is included in the pack. At the heart of the Modpack resides JSGME (JoneSoft Generic Mod Enabler), an application that allows players to enable and disable mods with one click. JSGME has been around for more than a decade and it is to be fully trusted. Refer to the install instructions section at the bottom for full details. -:- MOD: AUTO COMMANDS -:- By activating Auto Commands some key bindings will be set automatically. F1, F2, F3 and F4 keys are not used by the game and we are reserving them for mods: - F1: Cycle through the Skills category - F2: Cycle through the Tools category - F3: Switch between Loot and Stealth stats - F4: Direct shortcut to "Penumbra" None of these categories or shortcuts can be set to any hotkey in-game currently, so we are using the built-in autocommands.cfg file to set up the keys. It may be the case you already make use of the autocommands.cfg file to configure other things to your needs or liking therefore consider yourself warned. Enable Auto Commands if you plan on using Core Essentials and/or the Skill Upgrade. -:- MOD: CORE ESSENTIALS -:- A pack that includes a variety of mods from the best modders of TDM: ~ FAST DOORS Credits: Idea and programming by Obsttorte. Treatment by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: Being chased? In a rush? No problem: doors open and close faster when running. Topic: Slam doors open while running ~ QUIET DOORS Credits: An idea by SeriousToni (Sneak & Destroy mission). Mod by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: A vast number of doors play more subtle, sneaky sounds for a quieter, stealthier experience. This applies to doors that come with default sounds but only when manipulated by the player. Topic: Decrease volume of open/close door sounds triggered by player ~ LOOT ANIMATIONS Credits: Original idea by Goldwell (Noble Affairs mission). Programming by Obsttorte. Treatment by snatcher and wesp5. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: Moves the loot towards the player before putting it in the inventory, underlining the impression of actually taking it. This mod comes with a subtle new loot sound that goes along nicely with the animation. ~ DYNAMIC LOOT INVENTORY Credits: snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: When picking up loot this mod displays the loot info in the inventory and shortly after reverts back to the last non-loot item selected. ~ SMART CONTAINERS Credits: Obsttorte (source code updates), Dragofer (similar attempts), snatcher. Availability: All missions. Description: To facilitate looting, the bottom of many containers (chests, jewellery boxes, etc...) gets automatically disabled at the beginning of the mission and only the lid remains frobable. ~ STEALTH MONITOR Credits: kcghost, Dragofer, snatcher. Availability: All missions. Description: Display some stats (Suspicions / Searches / Sightings) and the Stealth Score during a mission. Bring up the "Loot" inventory icon and press "Use" or just press F3 repeatedly if using Auto Commands. ~ STEALTH ALERT Credits: snatcher. Availability: All missions. Description: Completing a mission without being seen is something that can be done with some practice and patience. This mod will play an alerting chime whenever you are seen so that you don't have to monitor the Stealth stats all the time. ~ BLINKING ITEMS Credits: snatcher. Availability: All missions. Requisites: Console command r_newFrob must be 0, which is the game default. Description: Items within frob distance that go into the inventory (plus static readables) emit a subtle blink. This pulse can help you identify some valuable items that otherwise are difficult to detect. Topic: New Frob Shader ~ SMART OBJECTS Credits: snatcher, Dragofer. Availability: All missions. Description: Sometimes it is difficult to tell if an object is being held or not. Three dots will be displayed on screen whenever you grab an object, unless the object has name, in which case the name of the object will be displayed. In addition, objects (except AI entities) do not make or propagate sounds on impact while being manipulated. Topics: No impact sounds while holding an object / Nameless objects... a missed opportunity ~ FRAGILE BOTTLES Credits: snatcher. Availability: All mission except for few items in A Reputation to Uphold and Shadows of Northdale ACT I & ACT II. Description: No stealth game is complete without some good bottle smashing! There are hundreds and hundreds of bottles in our mission catalogue: go to your nearest kitchen, take a bottle and throw it to distract AI, extinguish fires... Topic: Breakable throwables ~ SHADOWMARK TOOL Credits: snatcher, Obsttorte. Availability: All missions. Description: Our protagonist's lucky deck! When the item is selected the player can drop and throw playing cards to mark a location. Cards can be retrieved. AI will not normally mind a single card lying around but cards can sometimes be noticed. Topic: Find more details in this post ~ ALT FOOTSTEPS ON WATER Credits: SeriousToni. Availability: All missions except Hazard Pay, Noble Affairs, Shadows of Northdale ACT I and ACT II, Snowed Inn, Volta 2: Cauldron and a handful of lesser missions. Description: Alternative sounds of footsteps on water for our protagonist (walk / run / land). Topic: New Footstep sounds ~ OTHER ADDITIONS Re-worked Inventory menu (more compact). Alternative high mantle sound for our protagonist. Revamped and extended "Mission Complete" audio theme. -:- MOD: SKILL UPGRADE -:- A new "Skills" category is added to the inventory on mission load and the category includes the below abilities: Did you know? When using Auto Commands you can press F1 to access the "Skills" category and F4 to quickly access "Penumbra"... ~ SKILL: OBSERVATION Credits: Dragofer, snatcher, wesp5 Availability: All missions. Description: When the "Peek Door" item is selected the player can peek through any regular door. Select the item in the inventory and "Use" it on a door. Topic: Peek through (almost) every door ~ SKILL: MANIPULATION Credits: Dragofer, wesp5, Obsttorte, snatcher. Availability: All missions. Description: When the "Blow / Ignite" item is selected the player can blow out and light up candles and oil lamps. Select the item in the inventory and "Use" it on small flame sources. Topic: Extinguish small lights with a blow ~ SKILL: COMBINATION Credits: OrbWeaver, MirceaKitsune, datiswous, wesp5, snatcher. Availability: All missions. Description: When the "Alchemy" item is selected the player can alter the properties of broadhead arrows by applying different reagents. Select the item in the inventory and "Use" it repeatedly to cycle through the different arrow types. Topic: Alchemy to alter arrow properties? Arrow types: Shadow arrow compound or "Darkdust": Widely believed to be a myth, little to nothing is known about anti-light matter. Where did our protagonist get his formula from? When this substance is subject to strain the particles implode and the residual component absorbs light until it dissipates completely. Flare arrow compound or "Starlight": A recipe based on luminescent mushrooms and other exotic herbs. The resulting powder produces, for limited time, a dim but steady blue-ish glow when mixed with the right reactive. A high concentration of the active mixture can cause a burning sensation to the eyes. ~ SKILL: DISTRACTION Credits: snatcher. Availability: All missions. Description: When the "Whistle" item is selected the player can whistle and draw the attention of nearby AI. The more you whistle, the more attention it draws. Select the item in the inventory and just "Use" it. Keep a safe distance. ~ SKILL: ALTERATION Credits: VanishedOne (speed potion), kingsal (invisibility potion), snatcher (alchemy). Availability: All missions. Description: When the "Penumbra" item is selected the player can avoid light sources and run faster than usual for limited time. Health consumed will gradually be restored. Penumbra doesn't muffle the noise you make and it doesn't work when in contact with water. Press F4 to quickly access this ability if using Auto Commands. THE PATH TO UMBRA: How to become one with the shadows -:- MOD: CLASSIC BLACKJACK -:- Credits: Obsttorte, snatcher. Availability: All missions except A House of Locked Secrets and By Any Other Name. Description: A straightforward approach to blackjacking with new rules and mechanics inspired by the original Thief games. Never miss a KO again! - No indicator required. "Classic Blackjack" rules: Some AI are KO-immune and cannot be KOed: * Undead, creatures... * Guards wearing heavy helmets (to respect TDM vision) * Other: set by mission authors for the plot, in example The rest of AI can be KOed, just aim for the head: * Civilians: Can always be knocked out from any direction * Combatants: Can always be knocked out (including when fleeing) from any direction except when in high alert state (normally in combat mode) As reference, you can find in the Wiki the set of rules of the non-modded TDM: https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay#Blackjacking -:- MOD: FLASH GRENADE -:- Credits: snatcher, kingsal. Availability: All missions except Hazard Pay and Moongate Ruckus. Description: Flashbombs are clumsy and loud but as effective as ever. Instead of throwing Flashbombs like a cannonball we now toss them. Instead of exploding on impact Flashbombs now have a fuse. The chances of blinding have been greatly increased. -:- MOD: HUNTER BOW -:- Credits: snatcher. Availability: Most missions (a few missions do things differently but you should never notice). Description: Nock and draw arrows at a faster rate. Extended radius of gas arrow effect. Chance to retrieve rope arrows when missing a shot. -:- MOD: RING HELPER -:- Credits: snatcher. Availability: All missions. Description: The mod replaces the white dot pointer (Frob Helper) with an advanced ring-shaped aimer. The main difference is that the helper is now available for all objects you can interact with, large or small. Topic: Frob Helper discussion Options in Gameplay > General > Show Frob Helper: Always: Pointer and Ring Hover: Instant Ring Fade In: Ring delayed by one second Fade In Fast: Ring delayed by half second No: Off -:- MOD: SHOCK MINE -:- Credits: wesp5, snatcher. Availability: All missions. Description: This mod replaces the Flashmines with customized, "High Voltage" electric mines. Remember: mines can be disarmed with the lockpicks! -:- MOD: SIMPLE SUBTITLES -:- Credits: Geep, stgatilov, snatcher. Availability: All missions. Description: A minimalist, imperfect approach to subtitles (you can set the scope of the subs in the audio settings). Topics: Subtitles - Possibilities Beyond 2.11 / English Subtitles for AI Barks Go to the audio settings and set the scope you prefer: Story: Story only On: Story and general speech (Give it a try!) Off: Disable subtitles Features of the mod: Background replaced with a font outline. Audio source widget replaced with a text transparency based on distance (volume) to the source. Yellow font color for story subs for best contrast, light grey font color for anything else. Non-story subs limited to a single instance, so that players aren't bothered too much with non-relevant subs (barks). --------------------------------------------------------------------------- DOWNLOADS / INSTALL / UNINSTALL So, how do I install and play with all this? Quite easy, but pay attention. I don't want you to break your game so we will be using a "Mod Enabler". A Mod Enabler allows you to enable and disable mods at will, with a few clicks. Before moving forward you must know a couple of things: The moment you enable a mod, previous saves will not work. If you want to load previous saves then you will have to disable the mod. If you play a mission with mods, the saves will only work when that exact set of mods are enabled. This above is important in case you deem your current saves precious. Consider yourself informed. DOWNLOADS You can download the TDM Modpack from Mod DB: INSTALL INSTRUCTIONS Download the zip, unzip it, and move contents to your TDM root folder: Folder "MODS" File "JSGME.exe" Go to your TDM root folder and double click on JSGME.exe (yellow icon). The first time you launch JSGME, it will ask for the "Mods Folder Name". Leave "MODS" and click OK. Now to your left you will find a list of mods available. To your right you will find a list of mods currently enabled. To enable a mod, select a mod on the left, and click on the arrow pointing to the right. To disable a mod, select a mod on the right, and click on the arrow pointing to the left. Go and enable the mods you want: UNINSTALL INSTRUCTIONS Quit the game (to unblock files) Go to your TDM root folder and double click on JSGME.ese (yellow icon) Disable all mods found on the right Close JSGME Delete the following: Folder "MODS" File "JSGME.exe" File "JSGME.ini" --------------------------------------------------------------------------- I hope you enjoy the mods. No coin? then leave a like for pirate's sake!
  7. I just pushed a new update for the techdemo, its only minor but was important! https://filly-the-owl.itch.io/project-thf-alpha Please also take notice to my Kofi, you can support me financially here, it is dire needed! https://ko-fi.com/ladyglinnevier Also make sure to take a read of the interview i gave, i can highly recommend it! https://www.thiefguild.com/news/1/66709/a-thief-inspired-fm-influenced-immersive-stealth-game-in-works And please join my discord, its the best way to stay in contacted and get involved! https://discord.com/invite/2azhNerAgM
  8. Query: when was the last time a zombie in a video game was unnerving or scary to you? I'm chipping away at my anniversary submission and I've been trying to gather opinions on the subject. I'm perfectly capable of lighting them well, changing their sfx, and creating effective ambience, but I'm worried that zombies at their core are just too overdone to be an effective payoff to the tension I'm creating.

    1. Show previous comments  5 more
    2. Ansome

      Ansome

      Just wanted to say that I'm quite thankful for everyone's input, I've been silently taking notes and think I have a pretty good idea of how I'm going to implement them in my FM now. I've played a handful of FMs for inspiration while working on this project, but I'll definitely have to get around to playing Kingsal's Hazard Pay soon as it sounds pretty interesting!
       

      Quote

      Give the player options, if he doesn't want to kill everything, he can do that, if he wants to, he can do that as well

      This is perhaps the last sticking point as I'm not a fan of giving the player such a large arsenal that what is inherently supposed to be a horrifying creature can be dispatched with relative ease. This is frequently remedied by having such a vast number of zombies that it becomes a matter of resource management more than anything else, but seeing as I prefer a smaller scale, I'd rather have fewer undead enemies that are more impactful than a gauntlet of weaker ones. The last thing I'd want is for the player to feel wholly in control of the situation they're in as that burns up any tension we've spent building towards their encounter. I'll certainly be giving the player options, of course, I might even make the undead vulnerable to flashbombs again as I did in my first FM, we'll see.

    3. chakkman

      chakkman

      Quote

      This is perhaps the last sticking point as I'm not a fan of giving the player such a large arsenal that what is inherently supposed to be a horrifying creature can be dispatched with relative ease. This is frequently remedied by having such a vast number of zombies that it becomes a matter of resource management more than anything else, but seeing as I prefer a smaller scale, I'd rather have fewer undead enemies that are more impactful than a gauntlet of weaker ones. The last thing I'd want is for the player to feel wholly in control of the situation they're in as that burns up any tension we've spent building towards their encounter. I'll certainly be giving the player options, of course, I might even make the undead vulnerable to flashbombs again as I did in my first FM, we'll see.

      That's the problem I've been talking about though: FM authors not giving players the necessary tools to deal with the undead. I'm afraid your approach exactly reflects the issue I was talking about. 

      It's all up to you, of course, it's just sad for me, as the original Thiefs weren't like that.

      I wasn't talking about a "large arsenal" either. The original Thiefs gave you just enough to survive. See the Bonehoard mission for a great example.

    4. datiswous

      datiswous

      I thought maybe this mod could be something, I mean it's not directly related, but I think it could (possibly) be useful in your mission, so I thought I mention it:

      So you could (for example) have necromancer masks, so you can hide yourself somewhat, but there's tension that the zombies will recognise you as false after a while, or when too close.

  9. Thought I would compile a list of tweaks & fixes from multiple sources for this game in an effort to help people get a playable experience, I will update this OP as we go. Minimum Requirements - Processor: Dual Core or Quad Core CPURAM: 4 GBGraphics: AMD Radeon 4800 series or NVidia GTS 250DirectX: Version 10Hard Drive: 20 GBRecommended Requirements - Operating Systems: Windows 7, Windows 8 (32nit or 64-bit)Processor: AMD FX 8000 series, Intel Quad i7 Core or better CPURAM: 4 GBGraphics: AMD Radeon HD R9 series, NVidia GTX 660 series or betterDirectX: Version 11First recommened tweak for ALL 64bit Windows users - (dont know if this applies to linux users, yet) The latest update (1.2 b4116.4) fixes the slowdown issue but if people still having issue or have lower end systems there is not a tick box to force the use opf the 32bit exe.Second Recommended Tweaks for ALL 32/64bit Windows users - Enable "Exclusive FullScreen", this should improve your framerate across the board. - for me my FPS (min/max/avg) jumped from 32/62/53 to 41/64/58Graphics tweaks to Make the game run better - First things first - If you are experiencing bad graphics on a machine that can easily afford to run it better/smoother, set SSAA ‘Super Sampling Anti-Aliasing’ to low or off. The higher you set this setting, the more lag you will encounter in the game.Don’t take things for granted - The problem is the optimization of the game, even if your PC can handle everything max'd out, try keeping SSAA to low if you want a smoother gameplay experience.Flickering shadows, glichy graphics & disappearing menu buttons - If you are experiencing flickering shadows, glitchy graphics & disappearing menu items, make sure you are running the game on updated or the latest drivers for your gfx card.SLI/Crossfire fix - For now, make sure you run the game on a single GPU as SLI/Crossfire may be causing the disappearing graphics and flickering shadows.Framerate issues - There are a few things you can try to improve your FPS for thief. Firstly make sure that your GPU drivers are up to date and your system is not overheating or running hot. If you are running SLI/Crossfire, try disabling to see if there is a difference in performance. If you are using a laptop, make sure that your power adapter is plugged and your power setting in windows is set to performance.Common sense - It goes without saying that your system should be good enough to handle the game’s processing and rendering needs. If you are running any third party applications in the background like Dxtory, Shadowplay or FRAPS etc, your going to see a perf drop.Crashes after loading a stage - If Thief crashed after loading, make sure you verify the integrity of the game cache in Steam especially if you pre-loaded the game and tried to start it as soon as it unlocked.You may have to verify the files twice to make it work! If that doesn’t work, there is another workaround. I am not sure about this fix but it has helped a few to get rid of the crash, so I think it’s worth of a shot.The game crash can be associated with the virtual memory size. You should increase your virtual memory page file size to fix the issue.Game crashes to desktop and reboot - Make sure you have latest patch for the game installed. It fixes these random crashes and loading issues. If you pre-loaded the game, make sure you verify the integrity of the game cache. You may have to verify the files twice to make it work!Blackscreen when launching thief - can be one of two things - is associated with the missing files of the game. Verify the game cache and re-verify if the need be to get it running.Make sure Windows pagefile is enabled (http://windows.microsoft.com/en-gb/w...#1TC=windows-7).Can’t Hear sound? No voices? (no, not the ones in your head) - Verify the integrity of the game cache. Download the language packs if need be. Make sure you have voices/music volume up in the sound settings of the game.You can also trying changing the advanced sound settings in Windows. Open Playback Devices, click on your Speakers and go to Properties. Now in enhancement levels, select CD/DVD quality and see if it helps.Thief won’t start? - Try logging into Steam after having logged out. It will help!Thief config tweaks - Disable motion blur - you will find relative file to edit in: Steam\steamapps\common\Thief\Engine\Config. You need to open the file by the name of “BaseEngine.ini” and then set the following values as such: "motionBlur=True" to "motionBlur=False""motionBluPause=True" to "motionBlurPause=False"Save the file and set it to "read-only".How to skip Intro Videos - Go to Thief\ThiefGame\Config and then Locate ThiefEngine.ini file and edit the following line"StartupMovies=PROG_GUI_Video.StartupVideoPlayer" to ";StartupMovies=PROG_GUI_Video.StartupVideoPlayer"Save the file and set it to "read-only".How to fix ‘Timed Fade’ option for HUD - While health, focus, inventory and ammo set to ‘Timed Fade’ option in game and HUD menu, the fade remains just 50% opacity. To fix this problem, go to ThiefGame\Config\ThiefUI.ini and find the lines- "mInvSelectionAlphaMin=XX" "mHealthAlphaMin=XX" "mFocusAlphaMin=XX" (XX being the default values) to "mInvSelectionAlphaMin=0.0f" "mHealthAlphaMin=0.0f" "mFocusAlphaMin=0.0f"Save the file and set it to "read-only".How to reduce Mouse Lag - The quick and easy fix to reduce mouse lag, run your game in Exclusive Fullscreen mode, go to graphic options and enable it. In case you don’t want to use this mode, then you must find BaseEndinge.ini and edit the following lines -"OneFrameThreadLag=TRUE" to "OneFrameThreadLag=FALSE"Save the file and set it to "read-only".Disable framerate smoothing - Go to Thief\ThiefGame\Config and then Locate ThiefEngine.ini file and edit the following lines"bSmoothFrameRate=TRUE" "MinSmoothedFrameRate=XX" "MaxSmoothedFrameRate=XX" (XX being the default values) to "bSmoothFrameRate=FALSE" "MinSmoothedFrameRate=0" "MaxSmoothedFrameRate=0"Save the file and set it to "read-only".Fix stuttering - can be done one of two ways -This tweak requires starting a new game, as changing the level streaming value will result in a crash upon loading if the save game file features a different level streaming value (such as starting the game with it on TRUE and changing it to FALSE along the way - switching from FALSE to TRUE will also result in a crash, so it's best to change this value only when starting a new game)! However, this should help eliminate both in-game and benchmark stuttering, as it does for the other games based on the UE3 engine.Go to Thief\ThiefGame\Config and then Locate ThiefEngine.ini file and edit the following lines -"bUseBackgroundLevelStreaming=XX" "UsePriorityStreaming=XX" "OnlyStreamInTextures=XX" to "bUseBackgroundLevelStreaming=FALSE" "UsePriorityStreaming=FALSE" "OnlyStreamInTextures=TRUE"Save the file and set it to "read-only".Improve texture streaming - Go to Thief\ThiefGame\Config and then Locate ThiefEngine.ini file and edit the following lines -"MipFadeInSpeed0=0.3" "MipFadeOutSpeed0=0.1" "MipFadeInSpeed1=2.0" "MipFadeOutSpeed1=1.0" to "MipFadeInSpeed0=0.0" "MipFadeOutSpeed0=0.0" "MipFadeInSpeed1=0.0" "MipFadeOutSpeed1=0.0"Save the file and set it to "read-only".Disable in-game fog - Go to Thief\ThiefGame\Config ThiefGame.ini and then find [Engine.WorldInfo] andgo to line 66And then change mbEnable=TRUE to mbEnable=FALSE and then save the file as read only.Reducing choppyness, aditional fix - Some users have reported that disabling Vsync the game is noticeably more fluid when compared to the default setting of double buffered.Game file hacks - (found on https://www.deadendthrills.com/forum/discussion/137/thief-tools-tweaks) 1. Goto Steam\steamapps\common\Thief\ThiefGame\CookedPCNG\ 2. Make a backup of thiefgame.u just in case 3. Download this utility: decompress.zip and unzip decompress.exe, put it anywhere. 4. Drag thiefgame.u onto decompress.exe you should now have a new thiefgame.u in \Steam\steamapps\common\Thief\ThiefGame\CookedPCNG\unpacked\ 5. Open \Steam\steamapps\common\Thief\ThiefGame\CookedPCNG\unpacked\thiefgame.u in a hex editor. (For example HxD) Disable Shroud and white flash - Goto Steam\steamapps\common\Thief\ThiefGame\CookedPCNG\Make a backup of thiefgame.u Download this utility: decompress.zip and unzip decompress.exe, put it anywhere.To disable shroud: Search for Hex-value: 00 00 00 00 00 00 00 00 00 CD CC 4C 3F 36 3D 00 Replace with Hex-value: 00 00 00 00 00 00 00 00 00 00 00 00 00 36 3D 00To disable white flash: Search for Hex-value: 3E 9C DE F4 3E 9C DE F4 3E CD CC CC 3E A4 3D 00 Replace with Hex-value: 3E 9C DE F4 3E 9C DE F4 3E 00 00 00 00 A4 3D 00Tweaking "in shadow" proxy light: - disabling this is not recommended, so I added tweaks to reduce the range of the light instead. Search for Hex-value: 00 00 00 00 00 B4 43 14 38 00 00 00 00 00 00 28 for half range (180), Replace with Hex-value: 00 00 00 00 00 34 43 14 38 00 00 00 00 00 00 28 for 1/4 range (90), Replace with Hex-value: 00 00 00 00 00 b4 42 14 38 00 00 00 00 00 00 28To Disable "in light" proxy light: Search for Hex-value: 00 00 00 00 00 96 43 14 38 00 00 00 00 00 00 28 Replace with Hex-value: 00 00 00 0A D7 23 3C 14 38 00 00 00 00 00 00 28Save and fire up the game. Dxtory and other tools not working - Fps monitoring/benchmarking tools cause the game to crash - For the time being, may I suggest that you try running the game without these tools. And if you have any fix of your own related to the issue, please post your finding.Trainer with NOCLIP mode - tbc
  10. Here's my first FM. A small and easy mission, inspired by Thief's Den and The Bakery Job, where you must find and steal a cook's recipe book in order to save a friend from going out of business. Download: Mediafire (sk_cooks.pk4) TDM Website's Mission Page The in-game mission downloader Thanks to: The people who helped me get this far, both in the forums and on Discord. The beta testers: MirceaKitsune, Mat99, Baal, wesp5, Cambridge Spy, jaxa, grodenglaive, Acolytesix ( Per the author in the beta testing thread. ) Skaruts has given permission to the TDM Team to add Subtitles or Localization Strings to this mission. (No EFX Reverb.) If anyone from the Community or TDM team wishes to create these we will gladly test them and update the mission database.
  11. "...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 proud to release my first FM: "The Terrible Old Man", an adaptation of H.P. Lovecraft's short story of the same name. This is a short, 30-45 minute mission in which you are the getaway driver in a team of three small-time thieves. You and your associates were fortunate enough to overhear rumors of a famously wealthy and frail old man, but things change when your cohorts do not return from what is supposed to be their easiest and most lucrative job. Now it's up to you to brave the old man's house and find your associates. Download: The in-game mission downloader TDM Website's Mission Page Dropbox Special Thanks: The kind beta testers: Cambridge Spy, stgatilov, xlm, wesp5, nbohr1more, and Dragofer. peter_spy and Dragofer for answering my endless barrage of editor questions while learning DR. The TDM Discord for their warm welcome. Ending stinger courtesy of Zapsplat. Content Warnings: Enjoy!
  12. ============== -= IRIS =- ============== WELLINGTONCRAB TDM v 2.11 REQ Ver. 1.3 *For Maureen* -=- "Carry the light of the Builder, Brother. Unto its end." -Valediction of the Devoted "What year is this? Am I dreaming?" -Plea of the Thief Dear Iris, I am old and broken. When we were young it felt like the words came easily. Now I find the ink has long dried on the pen and I'm as wanting for words as coin in my purse. I can tell we are nearing the end of the tale; time enough for one more job before the curtain call... ============== -Installation- Requires minimum version of TDM 2.11 -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* *Support TDM by rating missions on Thief Guild: https://www.thiefguild.com/* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL * KLATREMUS - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
  13. TDM Modpack v4.2 Introducing Fragile Bottles and the Ring Helper mods. -:- FRAGILE BOTTLES MOD -:- What can I say, no stealth game is complete without some good bottle smashing! There are hundreds and hundreds of bottles in our mission catalogue: go to your nearest kitchen, take a bottle and throw it to distract AI, extinguish fires... Please note the Fragile Bottles mod is tightly integrated into the Core Essentials. Availability: All mission except for few items in A Reputation to Uphold and Shadows of Northdale ACT I & ACT II. Topic: Breakable throwables Thanks @MirceaKitsune for bringing this good idea back! Please note this mod has been possible thanks to the previous efforts by other community members. -:- RING HELPER MOD -:- The official Frob Helper becomes active when small objects are within range and this new modded Helper expands the functionality to objects of all sizes, large and small. In addition, the default white dot has been replaced with a ring-shaped aimer, which I find more suitable for exploration games. The Ring Helper is by no means perfect but instead of explaining/justifying each little detail I leave it to you to experience it first hand and determine what works and what doesn't. Let us know your opinion here or in this topic: Frob Helper discussion. The Ring Helper respects the options available in Gameplay > General > Show Frob Helper but there are some changes: Always: Pointer and Ring Hover: Ring delayed by zero seconds Fade In: Ring delayed by one second Fade In Fast: Ring delayed by half second No: Off As you can see, Hover, Fade In and Fade In Fast are essentially the same thing, the difference lies in the delay before the Ring appears. Oh, the mandatory screenshot The download can be found in the opening post. I hope you have fun with these new mods. Full change log: • v4.2 New release - CORE ESSENTIALS - FRAGILE BOTTLES: Initial release. - RING HELPER: Initial release. - SKILL UPGRADE - COMBINATION: New shadow effect for the dark arrow. - SIMPLE SUBTITLES: Fonts updated to version 20240520 (Geep). - Modpack: Minor internal adjustments. Cheers!
  14. i found the key, UNDER a vitrine, when i touched it, it lighted up and MOVED away, like other things might move rather quick and sudden, eg a body takes heavy swimming lessons after being knocked on a chair, it looks like crawling. so the key point is its there after all, i used a viewcommand to find it i just REstarted the game with all nasty settings and flow direct to the key, there it is on the correct spot were i found it the first time... (the picture is on the floor)
  15. hello, i needed version 2 since i could not frob the shop neither the handle, which both now work. i DID get that shopkey easily the first time but now its just not there. did the update miss that key ingredient? i had to restart the play after update, the system could have mentioned that. if i start a v1 save it just does not load, no orange loadbar, so i restarted the game. so, i had to noclip and scared jerry a lot, gave him a cup off herbal sleeping agents and then got the loot, but there is NO key inside this time... and i NEEDED the mossarrow this time
  16. For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
  17. https://www.ttlg.com/forums/showthread.php?t=152224 There is a new mapping contest over on TTLG for the Thief: Deadly Shadows 20th Anniversary and the organizers were kind enough to include The Dark Mod along with all of the Thief games as an options for making a mission to submit as an entry. The deadline is a year from yesterday and the rules are pretty open. I recommend going to the original thread for the details but I will summarize here: Rules: - The mission(s) can be for Thief 1, Thief 2, Deadly Shadows or The Dark Mod. - Collaborations are allowed. - Contestants can use any custom resource they want, though TDM cannot use the Deadly Shadows resource pack. - Contestants can submit more than one mission. - Contestants can enter anonymously. - The mission(s) can be of any size. Using prefabs is allowed but the idea is this is a new mission and starting from an abandoned map or importing large areas from other maps is not allowed. Naturally this is on the honor system as we have no way of validating. Mission themes and contents: There is no requirement from a theme or story viewpoint, however contestants might consider that many players may expect or prefer missions to be celebratory of Thief: Deadly Shadows in this respect: castles, manors, museums, ruins inhabited by Pagans and the like, with a balance of magic versus technology. This is entirely up to the authors, though, to follow or not - it is just mentioned here as an FYI and, while individual voters may of course choose to vote higher or lower based on this on their own, it will not be a criteria used explicitly in voting or scoring. Deadline: May 25th, 2024 at 23:59 Pacific Time. See the TTLG thread for details on submissions and the voting process. Provided I can make the deadline I hope to participate. It would be nice to see the entire community do something together, and expressing our complicated relationship with this divisive game seems as good a pretext as any.
  18. Strange. Just restarted the game and loaded from my last save and... they work now! Perhaps restarting was the answer all along. I probably should've tested that before running to the forums - sorry about that!
  19. There are two ways to override cvars in a mission: mission.cfg file can set non-archived cvars (starting with 2.12). sys.setcvar in game script can override cvars (starting with 2.13 / dev17044-10746). Of course, there has never been any effort to classify cvars into public and private, no thinking of backwards compatibility of relying on cvars, etc. So overriding cvars should be considered a last resort feature. mission.cfg allows to statically override cvars on FM level. The change takes effect during all missions in a campaign and all briefings/debriefings/menus. However, you cannot adjust cvar value during gameplay, so only one constant literal value can be set. The implementation is simple: mission.cfg file is executed from your mission when TDM engine starts all non-archived cvars are reset to their defaults when TDM engine restarts (due to FM change) sys.setcvar allows to override cvars on gameplay level. These overrides behave like the variables in game scripts, i.e. they are saved/restored to savefile and reset on game start/end. You can adjust the same cvar several times with different values, and savefile will capture the override that is currently active. The minor downside is that these overrides automatically don't carry over between missions in campaign, and they cannot work in briefings/debriefings/menus. Note that sys.setcvar has been available for a long time already, but previously it had different meaning. Previously it set the cvar as if the player set it himself. So the values stuck between restarts, missions, FMs (even saved to darkmod.cfg for archived cvar). Now it always sets the "mission override" for cvar. You can test cvar mission overrides manually using two new console commands: setm {cvarname} {newvalue} --- set mission override for the cvar with given value unsetm {cvarname} --- drop mission override for the cvar It is not perfectly obvious what should happen if mission-overridden cvar is changed by user. Right now the main value of cvar is changed and mission override is broken/erased in this case. So be wary that user can mess with your overrides just like you can mess with his cvars.
  20. Because it's super useful not having to browse through the whole thread, and probably not even finding what you're looking for, because people put it in spoiler tags, which are excluded from the search. You don't have to click on the spoiler tag in the original post.
  21. Basically someone always asks. We're all grownups here and it's in spoiler tags so...
  22. I can confirm this, but it's a game issue not a DarkRadiant issue. Actually it's both a game issue and a DarkRadiant issue — DR renders the same thing (presumably because it's using shaders ported from the game code). Vertex blending simply doesn't work with bump maps. One of the bump maps gets applied across the whole model, ignoring the vertex blend. This used to work fine in vanilla D3 but I assume it got broken by one of the many shader changes in TDM. Example material: textures/test/red_blue_vcol { { blend diffusemap map textures/test/flatred vertexColor } { blend bumpmap map textures/test/spheres_local vertexColor } { blend diffusemap map textures/test/flatblue inverseVertexColor } { blend bumpmap map textures/test/square_pyramids_local inverseVertexColor } } Result: Notice how only the "square pyramids" normal map is appearing. The "spheres" normal map is not visible at all, although the diffuse maps (which are solid red and blue) are being blended correctly. It seems that the last normal map completely replaces everything else.
  23. I used Thief 1/2 as an example. I was referring to new games. Games designed with Ray Tracing in mind that developers might need to compromise polys and textures in order to make their games more accessible if they want to use the technology today. find a happy medium. Should have used mine craft instead, I recently finished playing Callisto Protocol. Beautiful Game, Okayish Game play and got tons of bad reviews for Launching in almost unplayable state. This affected sales. I'm a big fan of Freelancer and would love to try Star Citizen but I know I'll have to wait for either more optimization or get a better card (Won't happen anytime soon). Developers need to be more considerate and pull back and not just a bit if they want to reach more players, on top of that they need to leave room for possible implementation of these new technologies as they come along. Products should work right from the start otherwise will get a bad Review regardless of the quality of the material. I find the Star Citizen approach very controversial. I understand the logic behind it but I don't like it.
  24. jaxa

    Free games

    Also on GOG, so now I have it on 3 platforms, wow https://www.gog.com/en/game/warhammer_40000_gladius_relics_of_war
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