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  1. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  2. It appears the latest version of DarkRadiant Git from Codereader is full of bugs and breakages, which affect at least the Linux version of the software. Since I just reported a whole list of problems, I decided to also make a thread here to hopefully bring more attention and testers who can confirm them: DarkRadiant doesn't sense keyboard inputsVarious windows won't openPanel sizes not persisted between startupsRecent maps menu becomes empty after useDarkRadiant crashes KWin when desktop compositing is enabled (KDE)
  3. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  4. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  5. Darkradiant is a separate project located at this GIT repo:https://github.com/codereader/DarkRadiant Holy crap, just noticed this on the git repo: Initial fork of GTKRadiant SVN respository 17 years ago Damn, it's been a long time
  6. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  7. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
  8. Going to look at the other thread as well, thanks for sharing. Letting DR save and load maps over Git / SVN would be a simpler version of this idea, perhaps even a precursor to it. But it does come with issues: Multiple mappers can't easily work on the same FM at the same time! Here's a more in depth analysis on how I see that working out: The biggest issue is that the moment two or more creators edit the same item, there would be a conflict once the changes are faced with each other and have to be reconciled. We could teach DR how to resolve map conflicts and pick one set of changes, but this means one author's version would be chosen while others have to lose their work. The problem doesn't even end there: Some changes can be reconciled in theory but still lead to inconsistencies in practice! Say one author moves the walls of a building while another handles its furniture entities; DR can agree on which set of changes to keep for each of those movements and everything would seem resolved to the code, however if they aren't made or solved together you're left with an empty house in one place and floating furniture in the other, which a person has to later notice and manually resolve. There may be ways to reduce this risk. One is attributing specific groups of brushes and entities to different creators: Only the person who spawned an item may edit it, no changes to other people's stuff allowed. This way anyone can push map changes to a Git repository at any point regardless of what other developers may have done during that time, the differences can be merged under any circumstance as no conflicts can occur. But it's a limiting approach since you can't help another mapper with their part of the map, while on the other side they can build over what you're doing and you couldn't get their stuff out of the way. A good way to take this approach would be allowing maps to be stored in multiple files during development, so changes don't need to be made to the same file altogether. This means that alongside the main myfm.map you can have myfm.bob.map + myfm.mike.map + myfm.alice.map and so on, when loading the main map content is also loaded from those additional files: Now you can push and pull the git repo at your own leisure, your work is always up to date locally while changes made by others become visible whenever you do an update and reload the map! This alone is unlikely to be noticed or used by many creators though, unless encouraged by additional Git tools in the interface; DR could support pushing and pulling changes directly from the toolbar, with an option to automatically update other authors files at an interval (say 5 minutes by default) then refresh the map seamlessly. While this would all be fun and easier for starters, the holy grail would be realtime editing at the end of the day. That way anyone can work on anything and always see the updated result on their end during all stages... without having to fear emerging conflicts that need to be reconciled later, unless someone's connection goes down and they make changes during that time which should probably be disallowed by the code. If designed properly we could have a powerful and unique system to work with here.
  9. SVN also has feature of file locking. I think mappers implement manual locking when they work on a map on google drive: someone says "I'm editing it now", then upload his changes and say "I have done with it, the map is free". That's exactly the locking paradigm, but on the whole map. SVN locking was designed for working with files which are unmergeable (like models or images). By the way, does anyone know what's the status of betamapper SVN repo? Who are the intended users of this repo? Speaking of map diff, wouldn't it be enough to normalize order of entities and primitives, and run ordinary diff afterwards? UPDATE: By the way, hot-reload feature already computes some diff for map file, but it is only interested in entities, whcih can be easily matched by name --- so it is very basic. I think asking mappers to learn git is overkill. If you wrap the whole git into simple commands, then it has some chance. There are some non-programmer VCS, and they are usually very simple. For instance, Sibelius stores versions in the same file, allows switching between them and viewing diffs. Did not even find any merging there. Word and SharePoint also seems to use sequence of versions, but Word at least has merging (two documents without base version, I suppose). It is strange to suggest mappers learning the VCS which is hardest to learn/use out of all possibilities. Git does not provide any additional capabilities over mercurial, but pushes a lot of terms over user which he regularly bumps into and has to learn eventually. Plus it is very easy to lose data. Git ninjas know that deleted branches are not lost: just look at reflog... but for non-ninja it is the same as "lost".
  10. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
  11. Here's the pre-release build 3.0.0pre8, we're getting closer to the finish line. It's about time for a new major release - not just because of the changes of this build, but for all the improvements made over the last few releases. I'm going to need your help stabilising this release, with all the renderer changes things are bound to require a few tweaks. Most time since 2.14 has been spent on the renderer, which should now be faster in regular (non-lit) render mode. Lit render mode is probably not going to be faster, but at least more accurate. You can activate Shadow Mapping, and the interaction shader code has been ported over from TDM to produce the same look as the game. Starting with this release, the user settings will be saved separately for each DR version, meaning that this release won't mess with the settings of the previous versions, including keyboard shortcuts, colours, last used maps, etc. DR will try to import and use any settings of previous releases, but it won't change them. For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/121ibqqYMKqRqjcQ1zS0HtM4JO0ADrgRo/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1209hG92chVzqOc-iaFDzJ0cBfQucDad8/view?usp=sharing Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 2.14.0 can be seen on the Bugtracker changelog, here's the summary: #5787: Feature: Add "Create Particle" to right-click orthoview drop-down menu #219: Feature: Shadow mapping support #5761: Feature: Cut functionality to complement copy and paste #5757: Feature: Ability to center 3D camera on selected entity #5927: Feature: Save user settings by application version #5848: Feature: MD5 Animation Viewer: show current frame & total frames #5849: Feature: MD5 Animation Viewer: jump to frame #5905: Improvement: Safeguard warning against Loss of Layering #5872: Improvement: Option to filter skins out of search results in the Choose Model dialogue #5909: Improvement: Revisit Interaction Shader to get closer to the TDM looks #5822: Improvement: UI tweaks for worldspawn-to-entity conversion #5873: Improvement: Entity inspector should recognise spawnargs beginning with "sprS_" as def spawnargs #5825: Improvement: Allow absolute paths for snapshots #5910: Improvement: Entity Inspector: classname field should always be read-only, to force use of the "Choose entity class" button #5925: Fixed: Objective GUI doesn't display properly in some places #5919: Fixed: Crash on loading certain maps #5829: Fixed: Entity inspector shows inherited spawnargs of previous selection #5853: Fixed: DR overwrite order for defs is different from TDM's #5897: Fixed: X/Y and Camera View bindings don't save properly #5858: Fixed: "Replace Selection with exported Model" sets classname to "func_static". #5864: Fixed: Map -> Edit Package Info (darkmod.txt)... crashes DarkRadiant #5846: Fixed: Rotating a func_static result to random stretch textures #5840: Fixed: DR crashes when syncing with remote Git repository #5847: Fixed: Switching visibility of Github repo from public to private causes crash #5841: Fixed: Dockable window layout doesn't save new floating XY views #5844: Fixed: "Choose skin..." button on custom model spawnargs shows skins for main model spawnarg #5826: Fixed: Entity inspector considers inherited colors black #5885: Fixed: ReloadDefs moves def_attached light crystals to entity origin #5901: Fixed: .lin files can't be opened if different case than .map name #5884: Fixed: Model chooser radio box selection issue #5836: Fixed: Changing multiple lights between omni/projected resets colours to black Changes since 3.0.0pre1 #5934: Selection overlay is z-fighting on patches #5932: ForceShadows materials are not casting shadows #5933: Moving brushes doesn't update the scene in lit render mode Changes since 3.0.0pre2 #5941: Selected Skin not showing in ModelSelector #5935: Defs takes longer every time #5939: Texture tool Free rotation not showing anymore #5940: Light diamond frequently disappears on colour change until it's moved again #5938: Additive blend stages over black diffusemap are z-fighting #5936: Ambient lights don't render properly in lighting preview mode Changes since 3.0.0pre3 #5949: Fixed: DR crash with combination of mouse buttons pressed #5948: Fixed: Manipulation Vertex Dots are hard to see #5947: Fixed: Git Sync Exception: too many redirects or authentication replays #5907: Feature: Allow way to hide some entities in Create Entity list #5946: Improvement: Speaker radii should be transparent #5945: Improvement: Light diamonds should be transparent again #5937: Fixed: Sound radius spheres don't always update #5943: Fixed: Brush manipulation is laggy in huge maps #5942: Fixed: Missing brushes when opening alphalabs1 from vanilla Doom 3 PK4s Changes since 3.0.0pre4 Reduced Frame Buffer Count from 3 to 1, this should reduce RAM consumption a lot #5953: Wireframe object drawing order is changing between sessions #5951: "Hide Deselected" is slowed when there's a lot of patches present in the scene #5950: Visibility checks are slowing down front-end render pass Changes since 3.0.0pre5 #5955 + #5956: Fixed: Player start entity is invisible in 3.0.0pre5 #5959: Geometry Corruption / weird diagonal lines messing up the view Changes since 3.0.0pre6 #5966: Light entity radious colour changes as you pan the camera around. #5964: Cannot manipulate func_emitter after creation #5965: Resizing light entites via light_radius in property inspector broken #5963: More Geometry Corruption in Camera View (Lighting Mode) #5960: Crash in MD5 model viewer Changes since 3.0.0pre7 #5968: origin of player start entity misaligned #5969: Cannot snap selected patch vertices to grid Thanks for testing, as always!
  12. Weird. Thanks for confirming that though, one useful piece of information. So it might only be doing it on KDE / Plasma in this case. I wonder if it would be reproducible on a virtual machine, normally it should only drivers and high level stuff differ... if yes it would be possible for someone to test on VirtualBox, would require setting a VM up but not changing the actual OS. Does anything come to mind in terms of things I can try myself? I always compile DR from Git: If a specific line of code comes to mind feel free to suggest a change and I could recompile and test with it.
  13. I did not say that distributed functionality is what makes git hard to use. I said that git in particular is such that it is hard to use. Not because it had to be so, but because it so happened. You seem to bring another misconception here which I often hear: "You are using svn up and svn commit with SVN, so in git it would be the same but also there would be git pull and git push, nothing hard at all. And you don't need other commands or much knowledge for daily use". The reality is that after a week or month of daily use, people will have a choice of either learning the substantial part of how git works (which is much more complicated than SVN) along with some advanced commands, or suffering from their limited understanding of git.
  14. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  15. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  16. Right, I recall having to set a #define to get it to work as header-only when I was setting up the CMake build. I think the current arrangement is fine, since it is small enough that including it in the main source tree isn't a problem. Yes, that would certainly be an option, although Git isn't particularly suited to maintaining large binary files (checking out could become very heavy since the entire history would be downloaded, and there isn't an efficient way of tracking diffs between binaries). I don't know how large the current windeps archive is, but as a Git repository it would grow over time, and I could imagine it becoming quite large after several major updates like switching to a new wxWidgets version. Of course if you're already maintaining the archive in a Git repository and don't encounter any problem with size, then these concerns are less relevant, but it might still make things slightly more complicated to checkout (Linux users would not want the windeps at all, but if they ran "git submodule update -i" they would get everything).
  17. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  18. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  19. I've noticed that the map icons are not showing in William Steele 1: In the North. I tracked down the change that's causing this. TDM 2.11, def/tdm_shopitems.def file. diff --git def/tdm_shopitems.def def/tdm_shopitems.def index 38ba685..83a3074 100644 --- def/tdm_shopitems.def +++ def/tdm_shopitems.def @@ -337,7 +337,7 @@ entityDef atdm:map_of "editor_usage" "game map of terrain for player" // THIS ONLY SHOWS IN ENTITY INSPECTOR "inv_name" "#str_02203" // Map - SHOWS IN PLAYER'S INVENTORY. - "inv_icon" "guis/assets/game_maps/map_of_icon.tga" + "inv_icon" "guis/assets/game_maps/map_of" "gui" "guis/map_of.gui" } Restoring "inv_icon" to its original TDM 2.10 value of "guis/assets/game_maps/map_of_icon.tga" fixes William Steele 1: In the North.
  20. The compilation guide refers to the master branch, since the command git clone git://github.com/codereader/DarkRadiant.git will check out master. I wasn't aware that you're on Linux, because the snapshot builds above won't apply to you, it's for Windows x64 only. You'll have to build from source to test anything in between releases.
  21. This only affects people who compile DarkRadiant from source. It does not affect mappers. I have migrated the current DarkRadiant source tree into a Git repository on GitHub. I have successfully checked out the source and committed changes from both Linux and Windows without problems, so unless there are any major showstoppers with using Git I expect to be using this repository for future development. To access the repository from Windows Download and install the latest version of Git for Windows (msysgit). It comes with a step-by-step installer and all default options are OK. Locate and open the "Git GUI" item in the Start Menu. Choose "Clone Existing Repository". In the Source Location entry box, enter the URL for the DarkRadiant git repository which is: git://github.com/orbweaver/DarkRadiant.git In the Target Directory entry box, enter the location where the source should be checked out. Choose the Clone button. Subsequent operations on the repository can be performed using the Git GUI, or from the command-line tools which are available using the "Git Bash" item that is also installed in the Start Menu. There is also a TortoiseGIT available for people who like the Explorer integration, although it still requires msysgit under the hood and in my opinion does not seem to be as usable as either TortoiseSVN or the standard Git GUI. To access the repository from Linux Simply use the git command-line tool that is available in your package manager. To clone the repository, issue the following command $ git clone git://github.com/orbweaver/DarkRadiant.git
  22. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  23. Hi all, I've created a new Github organisation to host any sort of assets people maybe want to share: https://github.com/thedarkmodcommunity A Github 'organisation' is a collection of separate git repositories that can store code snippets, assets (model files, textures, sound files, etc) or documentation. I know there is debate over the suitability of Git for binary files, but for small files and most things you'd use in a FM, it works totally fine. FYI the maximum file size for upload is 100 MB, and the maximum repository size is 10 GB. You don't need to know anything about Git to browse the repositories, or download files. You just need to be able to use a browser. I've created a repository for script snippets: https://github.com/thedarkmodcommunity/scripts and one for models: https://github.com/thedarkmodcommunity/models and one for prefabs: https://github.com/thedarkmodcommunity/prefabs For models, it even has a built-in 3D viewer (just need to provide an .stl file). It won't show textures unfortunately, but you can switch between solid, wireframe and 'surface angle' views. Example: https://github.com/thedarkmodcommunity/models/blob/main/darkmod/lights/non-extinguishable/streetlamps/streetlamp_with_signs/lamp_sign.stl The models and prefabs are accompanied by a .jpeg preview image that is displayed automatically in the readme file. Example: https://github.com/thedarkmodcommunity/models/tree/main/darkmod/lights/non-extinguishable/streetlamps/streetlamp_with_signs I did this to help solve the following problems: frustration with trying to locate existing code (searching through other FMs, searching the forums, having to ask) frustration with the frequently out-of-date wiki. There is some really great stuff on there but I would just like to be able to contribute and share in a central location without having to ask permission, or ask someone else to do it. hopefully people won't have to keep asking the same questions over and over again - they can just browse the repositories make updates easier - anyone with a Github account can create a pull request, or just send an admin the files they want added TO BE CLEAR: this is NOT intended to replace SVN, or the Wiki, or the forums, but just to provide a central place for sharing assets, primarily for mappers want to easily share what they've done, or borrow existing stuff without having to reinvent the wheel. So, if anyone wants to donate files, script snippets, whatever, please get in touch by replying, sending me a DM (here or on Discord), or by the 'normal' way and just create a pull request. Also, if anyone else want to volunteer to help maintain this, please get in touch as well. These people would just need to be able to create repositories (if needed), or review/merge pull requests.
  24. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
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