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  1. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  2. To cater to both audiences. I mentioned LibreGameWiki as one example. nbohr1more mentioned other uses. Explicitly allowing reuse and spread will help TDM reach a wider audience and would hopefully attract more volunteers. More volunteers which can help improve both TDM versions. There are several benefits for a project of being in the Debian repo. One is that TDM Debian-users can report defects on any package directly to Debian (no need to register on separate forums). Debian may then fix the issue themselves (in their "TDM-libre" package) and will offer the patch upstream to TDM, who can then choose to accept or reject the patch. I envision "TDM-libre" to have the same capability of downloading any mission as regular TDM. The only difference is that "TDM-libre" would come packaged with the regular engine (which is GPL+BSD) and an included mission that has libre media/gamedata. When I play TDM by myself, I want the unlimited-play and can accept commercial restrictions. But if I were to promote it somewhere, or charge for a stream when playing online, or make a video, I would want a version without commercial restrictions (and can temporarily accept limited-play) to make sure I don't violate anyone's copyright. Perhaps. That's what I'm trying to find out.
  3. I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
  4. TDM has tons of textures from "free" texture resources that do not allow redistribution and cannot be incorporated into a commercial project. Someone would need to create a huge replacement pack of textures that do not break the look of existing missions and do not infringe on the copyrighted textures. Also, many artists who contributed to this project do not want 3rd party entities to use their work in commercial projects. They intended the models, textures, sounds, animations to be exclusively used for Darkmod content. You would either have to replace ALL assets or contact every contributor and ask them to re-license their assets. Many contributors are no longer active with the project and haven't visited the forums in years so it would be no easy feat. I cannot speak to Debian policy but I think that they treat installers that add non-free content the same as non-free content itself. One could argue that Steam is such an installer but I guess Debian would counter that there are a few fully Libre games on Steam. I think Debian, Ubuntu, or Linux Mint need to consider a repo that allows for games (etc) that include non-libre content but intentionally offer this content for free to the community with no stipulations other than "don't try to sell it as a product".
  5. The gamepad implementation allows for a great degree of flexibility to personalize settings, aside from a few minor issues that I mentioned here: https://forums.thedarkmod.com/index.php?/topic/22337-gamepad-bindings/ I would say that playing TDM with a gamepad works very well, especially considering that it was implemented as experimental and hasn't been changed since then. If I could, I'd go back to 2021-you and congratulate you on buying that gamepad. I notice that your DarkmodPadbinds.cfg looks very different from mine...
  6. It seems like more and more "thief" and "thief players" is becoming a short hand to dismiss community members earnest desire to improve the game - which happens to be a barely legally distinct "thief style" game which was made by thief fans for thief fans and is "designed to simulate the stealth gameplay of Thief". Who is the predominant player base of the game supposed to be beyond fans of the thief games? Is there some better avenue to find feedback for the game beyond this forum? FOSS and linux forums? I have seen maybe half a dozen posts from that segment. I am a thief fan, I play thief fms, my association with those games is what drives me to play and make things for this game. Are we supposed to pretend the original games are not a huge reason why most of us are here at all? TL;DR version:
  7. Thanks! 1) Doing LONG_PRESS PAD_A (what I, for lack of knowledge, call "jump-mantle" or "_jumpmantle") differs from doing PRESS PAD_A ("_jump"). "_jumpmantle" differs from "_mantle", so they must be mapped to different button-calls. "_jumpmantle" differs from "_jump", so they must also be mapped to different button-calls. This appears to be the case, but it is not evident (or changeable) in DarkmodPadbinds.cfg. "_jumpmantle" seems to be hard coded to always connect to the same button as "_jump" but with a long press. It is as if bindPadButton PRESS PAD_A "_jump" is not actually just binding PRESS PAD_A to "_jump", but rather interpreted as "link PAD_A (regardless of button press time) to behave exactly like keyboard SPACE for short and long presses". I would have expected the default DarkmodPadbinds.cfg to explicitly read: bindPadButton PRESS PAD_A "_jump" bindPadButton LONG_PRESS PAD_A "_jumpmantle" bindPadButton PRESS PAD_B "_crouch" bindPadButton LONG_PRESS PAD_B "_mantle" ... but neither LONG_PRESS PAD_A or "_jumpmantle" is listed in the file. If there are actions "_jump" and "_mantle", I suppose there must also be an action "_jumpmantle" since it is possible for the player to do all those movements: * "_mantle" does the movements "crouch on the high surface, then stand up" * "_jumpmantle" idoes the movements "jump slightly forward, then land standing on the high surface" * "_jump" idoes the movements "jump up, then land exactly where you started" If the actions "_jump" and "_moveup" are not synonymous, then perhaps the action "_moveup" is what i call "_jumpmantle"? 2) Thanks for the link! It was useful in more than one way. I'll link to that page from https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings#Gamepad_Default_Bindings if I can get an account on the wiki, which proved more difficult than i thought (https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/). However, it does not answer my question how to find out the name ("<button>") used for a button on my gamepad. Basically, I would need to press the button on my gamepad and some program could tell me "That button is called 'PAD_A'". In my case, I have a gamepad "Logitech F310" (https://commons.wikimedia.org/wiki/File:Logitech_F310_Gamepad.jpg) which has a "Logitech button" (see image) that I want to use. I was hoping to find out the "button name" for that button and then edit DarkmodPadbinds.cfg to map it to a function. 3) ... but if that button has an "unusual name" that TDM does not recognize, then it may perhaps not work. E.g. if that button is called "PAD_LOGITECH" and TDM cannot recognize that name, then I cannot map anything to it via DarkmodPadbinds.cfg. Using QJoyPad I can map any keyboard key to it instead, as a workaround, but I cannot map MODIFIER to it (since MODIFIER cannot be set to a keyboard key). If current implementation is still called "experimental", then I must say it works very well; @cabalistic: kudos for that! I may not have continued playing TDM had it not worked with a gamepad.
  8. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  9. I am going to sort-of reveal that this is loosely like the nature of my upcoming mission. I noted it here when JackFarmer asked about things that are coming along in this post: https://forums.thedarkmod.com/index.php?/profile/37993-jackfarmer/&status=3943&type=status It too is a builder church. The player is requested by a hopefully famous character in another mission to handle some business that is affecting the congregation. I am looking to invoke some info and history laid down in other missions as a hook story.
  10. I created the page: https://wiki.thedarkmod.com/index.php?title=Lightgem In the source I placed the following text: <!-- Page text made by forum user Fiver: https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/&do=findComment&comment=491145 --> Personally I think the page isn't really necessary because the info is already present under HUD.
  11. In the first post of the other topic Geep proposed: Then Stgatilov's answer: But I think applying subtitles in different languages shouldn't be too hard I would think, but I don't know how the current translation system works. The engine should apply the correct subtitles based on the applied language setting, this doesn't need a whole new language system I think. Not sure who's going to write those subtitles though. I can only do Dutch and English and nobody needs Dutch I think. I suggest further discussion of this to take place in topic https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/
  12. Creating a new thread for this as it was being discussed in an old beta-testing thread starting here: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/&do=findComment&comment=490751 I suppose the main questions are: when should this spawnarg be used, if at all? why was it introduced in the first place? Can we get it documented properly on the Wiki so misuse isn't propagated? @stgatilov @Dragofer
  13. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  14. There's a group of players who have meticulously tested and adjusted ghosting rules for The Dark Mod. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Why alienate an established group of dedicated players?
  15. Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting. Ambients from the TDM forums Gast's Eerie Lullabies Magnanimous Merry's Miscellanea Orbweaver's Dark Ambients Spadey's Ambients Radioteque's Ambients Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients. Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients. Uncle Peti's Sound Den Dragofer's Ambients - post #6 in this thread SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread Ambients from the TTLG forums Custom resources list Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality. Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient. Gigagooga's Ambients 3 Yandros' ambient loop Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever. Internet databases www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte. www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely. www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license. www.endlessascent.com - sister website of Darkwinter for non-dark ambients. Youtube Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc. #4 Void by Raffaele du Marteau & #6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet. Alacazam - a prolific Creative Commons ambients composer . Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first. Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.
  16. Looking at the code, the originals were "pm_mantle_pull 750" and "pm_mantle_pullFast 450". The new "pm_mantle_pull" value is "400". A "pm_mantle_pullFast" value of "450" would be slower than regular pull, not faster. With both being set to "400", they are at least similar. Other than that, it's subjective and the feedback from playtesters was positive. Also, referenced internally here: https://forums.thedarkmod.com/index.php?/topic/22256-movementcontrols-settings-in-main-menu/&do=findComment&comment=489158
  17. That sort of tone doesn't fly in our forums.
  18. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  19. I would use this massive list for any fan missions, it includes campaigns too: https://www.ttlg.com/forums/showthread.php?t=148090 There are a lot of Fan Missions for the picking, I myself go for the lesser known ones and the short variety, because sometimes they hide a gem or two. Just like jaxa, I'm a bit outdated after the temporal retirement, but I do remember some amazing campaigns like "The Black Frog". If you intend to play The Black Frog, you should play the first two of the L'Arsene series missions, it's how I did it myself. Also, yes, L'Arsene are a fantastic series. The first mission of L'Arsene is a "rough draft", author was a bit new to Thief level making, but still great either way, after the 3rd you will see how his skill increased by a massive amount.
  20. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  21. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  22. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  23. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  24. Hello everyone, I am looking for some help with a script that slowly heals the player over time. Similar to a regeneration effect. For example: The player picks up a holy item that constantly regenerates life over time. As long as its in their inventory, its healing them slowly back to full health. Any ideas on how to do this?
  25. Plot: Act 1: Player is a sneaky ratman or ratwomen breaking free from pagan slavers, finding all members of their enslaved family, freeing them one by one and bringing em home. Act 2: Builders raid the rat village kill some ratpeople and steal an artifact of immense religious importance. Player gets tasked to recover the artifact and follows the builders to their outpost. Player somehow gets hold of the artifact and brings it back to the ratpeople village. It is decided that the infinite growth of the human settlements endangers the rat people as a whole and that something has to be done against that. But knowledge about the enemy is scarce and player is one of the very few, who can speak "human" (actually pagan, but close enough). So player gets send to infiltrate the next city with a tinkerer (maintains the player's gear) and a granny which happens to be the only one available who can read and write human (she is supposed to teach player that skill). Player makes camp somewhere reasonably safe outside next non-pagan human settlement and does some reconnaissance and resource gathering missions. As new villagers seem to mainly come from an actual city, that city becomes the new exploration target. The three ratpeople travel to the city, make camp somewhere safe outside, find a way in, find a safe place in the sewers and make camp there. More reconnaissance and resource gathering missions happen. It becomes more and more obvious, that resistance would be futile. The humans are just too many. The three ratpeople travel back to their village and report to the council of the united ratpeople tribes. The decision is to mount a covert resistance with the intent to delay the human expansions until some more sustainable solution is found. Act 3: Player has most experience in human-controlled area, so it is them who gets to do business in the big port city where all the support from the human's mainland arrives. From the sewer base, reconnaissance, sabotage and support missions to strengthen the local gangs (which are hostile to each other) are done. This is the longest act. Shittons of different missions are done by the player. The city becomes more and more chaotic. Sometimes the player sets stuff on fire. Sometimes they steal extremely valuable items, sometiems they frame officials - or assassinate them... Places get heavier guarded and look more and more desolate. Gang contacts yield opportunities for missions too. Message arrives from home that a solution might have been found. Player is to find out of the whereabouts of an ancient artifact and recover it. Player discovers in missions that the artifact has been brought to a keep in the human's homeland. So player needs to somehow travel to the human homeland with one of humans' big ships. Player is in a huge port city in humans' homeland. Finds a new hideout in the sewers (seriously the only place humans don't like to lurk around) and does reconnaissance missions to find out where the keep is. At that occasion, some opportunity sabotage and assassinations can be executed too. Player finds out where teh keep is and travels there. Player finds a way into the keep, finds out where the artifact is, finds out how to get through the mundane and magical safety and security measures and steals the artifact. The artifact immediately takes ownership of the player and commands them to collect the other artifacts of its set. Player travels to other places and does missions to retrieve the artifacts. Player immediately knows where the artifacts are which aren't protected but also has to do missions to find out where the protected ones are kept. The artifacts are reunited, player does the ritual to combine them and the entity within them demands a new worthy body and a kingdom to rule over. Player finds out where the humans' king is and gets closer and closer, finally touching the king with the artifact. The artifact disintegrates, its former tenant moves inside the king, the possession of player ends and player immediately kills the king (there is a reason why that entity could have been captured in the first place) and the entity is gone (probably just died like a normal person) - but so are the artifacts. Player travels back to port city, finds a ship headed towards home, sets sail - and arrives at port city it rat peoples' homeland. the city is more or less like it was when player left - just a bit more run down. Player travels back to their rat people village and reports. Act 4: Missing other options, the rat council decides to continue the covert resistance against the city dwelling humans. The pagans have "joined" the resistance mainly by raiding weaker frontier villages. But they also raid more in general now. So the player is sent to investigate, why... But that is content for the first DLC. Gameplay: Semi-open maps (maybe even a whole village as "open world" but no actual open-world-sized open world). Mechanics that interact with eachother waiting to be exploited by players in (un)anticipated ways. Real shadows, real sounds, some parcour (plus sliding down ladders/pipes/ropes, hanging down ledges and procedural free climbing). The blackjack, the rat's claws, the rat's teeth, the broadhead (but none of the other arrow types). No mines or grenades in most missions (just an unlimited supply of stones for distraction). No potions (maybe holy water to throw on the ground or directly at undead), healing by eating (very slow regeneration). Lockpicks with various designs (the minigame is the same but you don't have to choose the pick or change it in the middle and for some locks a purely cosmetic tension wrench is used for immersion's sake too). Missions are selected from the main menu, from a menu when using an exfiltration point, from a menu that pops up when frobbing a map in one of the hideouts or camps - or by talking with other people. Where game world consistency allows for it, missions are playable in any order. Once-completed missions can be replayed at any time. You can save whenever you want like in TDM and there are autosaves triggered on mission start/completion, map change and at mission-specified events. Tech & development: Unreal Engine 5, SpeedTree, prerendered AI-generated voices (they are good enough now), game mechanics from TDM plus a bit more procedural parcour, better physics and a dialog system. The stim system is rad and has to be in there too. Missions are mostly like small-to-medium-sized TDM maps. Assets are made in Blender, maps are made in Unreal. If something is needed that is missing in unreal or Blender, a plugin for Unreal or Blender is created... As it is impossible to fund such a niche game completely in advance, the game is developed as early access with modding as first-class citizen from the start and all plugins are released as FOSS as they are made (hoping to establish a Bethesda-style long-tail business due to people still buying the game ten years after creation because they want to play the mods).
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