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  1. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  2. IMPORTANT It is highly recommended that you play with shadow maps turned on to get full use of the new volumetric lights in 2.10. Go into Settings -> Video -> Advanced -> "Shadows Implementation" set to "Maps". Additionally it is recommended that you play with EFX and HRTF turned on. Go into Settings -> Audio -> Turn "OpenAL EFX" & "OpenAL HRTF" set both to "On". Author note Noble Affairs features a brand new female protagonist named Clara who comes with a new female voice set. Originally this mission was meant for the connection contest which is why you will notice a lot of references to Kingsal's Volta universe. Due to time constraints this mission was not entered into the contest and instead I decided to release this as a standalone mission. This mission takes place after the events of Volta 1: The Stone but before the events of Shadows of Northdale Act 1. This mission is dedicated to Grayman, may he rest in peace! - Goldwell. A big thank you first up to Epifire for his very helpful advice and putting in some really hard effort and creating some amazing custom models! Please check out his art station page: https://www.artstation.com/epifire I wanted to thank Amadeus, Dragofer, Epifire, Kingsal & Skacky for helping out by providing custom models, readable/text improvements and also general mapping advice. You guys have been incredibly helpful, thank you! I also want to thank my A-Star beta team who helped to squash many bugs: Amadeus, Epifire, Kingsal, Moonbo, Nbohr1more, Random_Taffer & Skacky. And I wanted to thank the fantastic vocal cast: Clara - Joy Hayward Shop keeper - Andrew Bartmess Produce Merchant - Epifire Citywatch guard - Random_Taffer I wanted to thank someone who often doesn't get enough love and that's Greebo who works very hard to create the tools that myself and all other mappers use. Dark Radiant is a fantastic application which is always finding new ways to innovate and improve the mapping experience. Without the work you put in Greebo there would be a lot less missions made, so thank you! Thank you to the Cryo Chamber label for granting permission to use their music throughout the mission. Please check them out at: https://cryochamber.bandcamp.com Thank you to Michael Ghelfi for his audio ambient tracks. You can find more of his work at: https://www.youtube.com/user/MichaelGhelfi And if you wish to support him he also has a patreon page: https://www.patreon.com/MichaelGhelfi And finally thank you to you, the player for playing my missions and providing all the wonderful support and feedback over the years! DOWNLOAD HERE (Requires 2.10) Version 1.2 File Size: 465mb
  3. Ignoring is somewhat inadequate as you still see other members engaging in a discussion with the problematic user, and as Wellingtoncrab says such discussions displace all other content within that channel. Moderation is also imperfect as being unpleasant to engage with is not in itself banworthy, so there is nothing more to do if such people return to their old behaviour after a moderator had a talk with them, except live with it or move away. I'd be more willing to deal with it if it felt like there were more on-topic discussion, i.e. thoughts about recently played fan missions or mappers showcasing their progress, rather than a stream of consciousness about a meta topic that may or not have to do with TDM. I guess the forums already serve the desired purpose, or they just compartmentalise discussions better.
  4. DarkRadiant 3.7.0 is ready for download. What's new: Feature: Skin Editor Improvement: Script Window usability improvements Fixed: Hitting escape while autosaving crashes to desktop Fixed: Def parsing problem in tdm_playertools_lockpicks.def Fixed: DR hangs if selecting a lot of entities with entity list open Fixed: Float Property Editor's entry box is sticking around after selecting a float key Fixed: Spline entities without model spawnarg are unselectable Fixed: Entity window resets interior sizing forcing resize each time it is opened Fixed: Spline curves should not be created with a model spawnarg Fixed: Newly appended curve control vertices aren't shown at first Fixed: Light entities are zoomed out in preview window Fixed: Entity inspector spawnarg fields not always updated by UI windows such as Model Chooser Feature: Skin Editor (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.7.0 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!
  5. Yes, it does. Which makes it interesting that you yourself explicitly said that it's interesting nobody had complained here on the official forums: I did, which is why it stood out to me so much that even though you yourself had personally been involved you would reply claiming nobody had complained here on the official forums. I'm not colorblind at all. Does that make people pointing out that almost no modern games have proper colorblindness support hyperbole? Just because it doesn't affect you, or you choose not to pay attention to the discussion of something, doesn't make it hyperbole. Pick pretty much any modern FPS and you will find plenty of discussion about the near universal disregard for FOV and camera movement as accessibility issues. Denigrating those as hyperbole because you personally don't feel the affects is as bad of a look as demeaning people who bring up the importance of valid allergen warnings like gluten or colorblindness and deafness support.
  6. This is the reason, because the religions caused conflicts in the whole history, because all of them are the only with the real truth. Maybe we can exclude the atheist religions, like budism, taoism..., focused on self-improvement as human beings and not on that of others. Both Islam and Christianity have caused so much damage in history, precisely because everyone who did not believe the same thing that they were heretics and that they had to baptize or if not, exterminate, this even worse in Christianity than in Islam, quite a bit more tolerant. Remembering Al Andalus, Spain ruled by the Muslims, where all other religions lived in peace, with a flourishing of art and science, it was even reconquered by the Catholic kings, with the result of throwing Spain back 500 years into the past, submerging it in ignorance and barbarian and brutal customs.
    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  7. I think it is a good idea! Our ingame mission downloader and mission view has long been subject of multiple improvement suggestions. Due to the sheer mass of missions that have been released in the last 15 years, things got really cluttered and especially newcomers will have a hard time finding what they want. However, improving the ingame guis is quite a task, so a web-based application might really suit this scenario well. Maybe we could even add a linke to it from our ingame menus, so user can access it quicker. Some more things to think about Would users be able to add custom tags and downvote / upvote certain tags, much like the system of Steam? This would also allow to add tags like "beautiful", or "difficult". Actually, the more users can contribute to this system, the better, because it will be automatically maintained then. The browser should also contain a flag for whether the FM belongs to a connected series of FMs or not and have the capability to go to the previous or next FM in that series. There should also be a flag for fully fledges campaigns. Some might like a flag whether or not an FM is "ghostable".
  8. I don't recall a system for noise masking. It sounds like it'd be a good idea, but when you get into the details you realize it'd be complicated to implement. It's not only noise that that goes into it, I think. E.g., a high register can cut through even a loud but low register rumble. And it's not like the .wav file even has data on the register of what it's playing. So either you have to add meta-data (which is insane), or you have to have a system to literally check pitch on the .wav data and paramaterize it in time to know when it's going to cut through what other parameters from other sounds. For that matter, it doesn't even have the data on the loudness either, so you'd have to get that off the file too and time the peaks with the "simultaneous" moment at arbitrary places in every other sound file correctly. And then position is going to matter independently for each AI. So it's not like you can have one computation that works the same for all AI. You'd have to compute the masking level for each one, and then you get into the expense you're mentioning. I know there was a long discussion about it in the internal forums, and probably on the public subforums too, but it's been so long ago now I can't even remember the gist of them. Anyway the main issue is I don't know if you'll find a champion that wants to work on it. But if you're really curious to see how it might work, you could always try your hand at coding & implementing it. Nothing beats a good demo to test an idea in action. And there's no better way to learn how to code than a little project like that. I always encourage people to try to implement an idea they have, whether or not it may be a good idea, just because it shows the power of an open source game. We fans can try anything we want and see if it works!
  9. There are a lot of text2image tools, but this one is a step away, it's text to 3D image (at minute 7 of the video) https://www.latentlabs.art/?ref=futuretools.io (free, no account needed)
  10. (After reading everything, I wanted to put in my two-cents and see how everyone feels about structuring a procedure for the history and geography.) Outline for SOP'ing Historical and Geographical Records This idea we're discussing is something that has been scratching around my brain like a spider for sometime. I've only been playing for a few months, and recently I've been putting together a mission for submission, but I have been bothered by an undefined vagueness in the history and geography of the DarkMod universe. I looked at the articles that were linked in the previous posts and there is a lot of good food for thought. But the goals commercial games have for a backstory don't really work with TDM. When a commercial company produces a game, they have precise control over the whole storyline and universe. They define and design every nuance to fit. What we have is a herd of cool, creative cats all working on the same canvas, some on the front, some on the sides or back, but very few of them seeing all aspects as one work. Please review and provide your opinion. NOTE: For the proposed SOP, the term "peer review" is defined and used here as a voluntary, consensual disclosure of information to and between other members of TDM Forum. It does not imply any loss of independence, intellectual rights, or creative concerns for submitting party who chooses to submit to a peer review. The submitting party has no obligation to make any changes relating to any form of feedback generated during a peer review. Other than through polite suggestion, parties that perform a peer review have no right to use —or attempt to us— coercion, force, or by any means try cause the submitting party to change their design or any of their ideas. Any suggestion than is rejected by the submitting party is not allowed to be repeatedly suggested, or pushed, by parties involved in the peer review. For approval of any item to become canonical, there must be an agreement by the non-abstaining, majority members of the active forum members. Consensual Continuities vs Strict Canonical Timelines An astronomical calendar, sequencing all the major and minor events in the universe, won't work well for a creative, free-for-all of activity. A calendar-based system will only work well for when people are referencing larger events in the timeline like wars, revolutions, and significant personages —the big milestones. It's better to detail modern events similar to shaggy-dog stories between beers at the local pub: "This happened before Joe's story, but at the same time as Anne's, only it was in Norfolk, not Italy…" Modern history should be mainly anecdotal. This will keep us within a flexible framework of good lore, but also provide enough structure to base strong connections between events. Dark Continents, Empirical Empires, and Mysterious Metropoleis Regarding a map of the world, there has already been some confusion as to locations and coastal outlines. We don't want or need to define all borders, but if a player goes South, they should at least know what will be in that direction and in what order. There needs to be some "loose" geography for better creativity. The technology of the universe has both sail and flying ships. That implies a semi-effective mapping system for the coastlines and near the mountain masses. We also have complex machinery that indicates a standard rule of measurement, meaning that inland surveying is accurate withing areas controlled by ruling governments. Any area inside an empire or along its coasts should be treated with more precision than somewhere out in the boondocks of "Thar' be dragons." Mapping the cities themselves is a really bad idea. This would put a tight stranglehold on a creator's ability to make missions effectively. They would spend so much time revamping and patching their visions and goals in order to match a predefined landscape, that the soul and vibrancy of their creation would be lost. Mapping the general outline of oblasts is fine, but leave the cities to mutate and be fickle within their walls. How to Build Harmonious Chronology Each contributor should make their own timeline of only their missions. All events that affect anything larger than a small, localized area must have a specific date, area of consequence, projected longevity of the effect, and list all affected entities. These timelines will be subject to peer review. Any other historical occurrences that they wish to include must be clearly noted as such and will be subject to peer review. Basic Guidelines The majority of the timeline should be based on a common oral history, and missions should use major historical events as a reference only when it's absolutely necessary for a story. Historical missions will need these references primarily, and they must be given priority for the use of major events in order to avoid possible paradoxes. If a mission event could affect the timeline or conflict with an coinciding event, the story should be submitted for peer review and necessary editing. Because many missions are not outright declared as occurring on a specific date, a standard mission only needs to be viewed as happening sometime in the modern era. We will define the modern era to be approximately a span of 30 to 35 years, plus and minus the character's age. This gives a total range of 60 to 70 years of events that could influence the player. This span of time also allows for a wide range of minor and major technological and civic change without drastically changing the atmosphere between mission storylines. Architectural styles and events inside of this area will have plenty of room for change without causing disruption to the lore. To help with continuity between created works, newspapers and other publications (even diaries) don't need anything beyond the day and month noted unless it's absolutely essential for the story. Creating Cartography by Committee The primary map should be of modern times. The map must include every important geographical feature that they either use regularly or is shared by other creators. Single mission features should be annotated as such, and will be subject to peer review. If a map is for a historical mission, then an appropriate historical map also needs to be made. These need to be separate maps, not annotations on a modern map, and should follow the same guidelines as the primary map. Mapping Guidelines: Human Geography Each map needs to have these unnatural features: controlled borders; areas of influence (nomadic or indigenous people's territories, unincorporated areas, etc.); cities and towns; roads, trade routes, and other paths of travel (to include sea and air routes); main ports; notable inns and villages; mines, prisons, outposts, etc. If it's man-made, mark it. Mapping Guidelines: Mapping Beliefs and Architectural Influences Beliefs are important for lore construction. Everyone needs to know the areas that are influenced by different belief structures. Is an area Builder, Pagan, Agnostic, what? These sectors can overlap. Your main sectors will be up to peer review, but because beliefs are generally unbound, there can always be influence found as a minority in any area. Architecture sometimes changes drastically in a inside a homogenous area. A mapper is always free to use whichever style they want, but there should be some evidence of the architectural source. A Builder outpost doesn't match the confines of a Pagan village unless there was some event that caused its inclusion. If a contrast like the example above exists and it is a major feature outside of the single mission, then the creator needs to mark on a timeline when this occurred and annotate how it happened. (See: How to Build Harmonious Chronology) Mapping Guidelines, Natural Geography Each map needs to have these natural features: a rough coastal outline; major bodies of water (nothing smaller than a Great Lake unless it's utilized); mountains and valleys; rivers, swamps, and bogs; cave systems; forests, etc. Other features may be added upon peer review. Most of the area should be unused, allow plenty of room for growth and imagineering. The degree of mapping will vary depending on how close it is to civilization. Features closer to civilizations that use a metered rule will have more precise measurements predominately along trade routes, around its ports and other shoreside structures, and in the vicinity of any habitation. Denizens outside the city, i.e. Pagans, will have less detailed mapping around there habitual areas. An indigenous village can be defined as being somewhere within a one or two-days travel of the location on the map.
  11. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
  12. No. The Aeden's staff optional objective is the hardest of the game. To point out directions here, though, is getting into an area of heavy-duty spoilers ... so I'm constrained in my response just as I was constrained in my responses to the "endless keyhunt" complaints because to show the rather simple direction would be a huge spoiler. So I had to bite my tongue and take it. Aeden's staff is different, though - harder. I've never tried a no-KO ghost playthrough. Because I'm clumsy and have slow reflexes. I think it might be possible to do a stealth no-alerts playthrough. Are you allowed to KO? I think I've gotten the staff a few times in my playthroughs without alerting the builders in that room. The only switchable lights in the FM are table lamps. The cylindrical style wall lamps aren't extinguishable. The other fire and gas wall lamps are extinguished by water. In the Ox all waiters and commoners in the common room and outside are friendlies - except for the waitress in the upper lounge which is filled with enemies. You need water arrows. Moss arrows. Rope arrows. I've never used a gas arrow in a playthrough of the FM but one would make things easier, for sure. I'm going to replay the area and check through the locations that you mentioned - the loop etc. - then if it's OK with you I'll PM you with some info, tho' I'll ask you if you want the info first. So's not to spoil it for others who get that far in the game (few and far between!). I find it almost impossible not to click the "reveal spoiler" tags and read the info ... and, y'know, spoilers do spoil the real deal.
  13. Tactical stealth game: https://store.steampowered.com/app/1709870/Spirited_Thief/ Haven't tried it but looks a bit similar to Invisible, Inc. gameplay. Although I don't really like the art style.
  14. The thing is, the games I mentioned are not "my" great games; they are considered cult classics by players, game historians, critics, both mainstream and small media outlets, etc. Dead Space is sort of Resident Evil 4 in space + Even Horizon vibes. It basically brought back space horror in times when nobody was doing any of that. Prey 2016 basically is System Shock 3, translating some of the classic SS2 goodness into more modern era. Dishonored is somewhere between Thief and sort of "pacifist Hitman", as it's not really about stealing stuff, first im-sim game in a really long time. FNV is "the proper Fallout 3", as some say: by original creators, with the mix of wackiness and retro-futuristic techno-horror stuff you had in Fallout 2. Bethesda did lay the groundwork with 3d assets and systems they made, but it was nowhere near as imaginative. You could argue that it's a similar situation as with Thief 1 & 2, the Metal Age is not really genre-defining in comparison to Dark Project, but it improves on it in many ways. Also, it's easy to romanticize the late 90s and early 2000s, but it's also worth remembering many of these games sank the companies. LGS went bankrupt because of Thief 2, Ion Storm was closed after Thief 3 (which I also like, and made a couple of mediocre maps for, ages ago). While I don't want the cinema-popcorn-like entertainment, because I don't have much time for it, I certainly don't want developers to bleed for my pleasure, or for some kind of higher art goals.
  15. I'm using the version from kcghost. I just tested and I can't see any difference inside the inventory. On the stats itself it doesn't show the different loot types (still seen in the inventory), but instead gives more info on stealth score. Edit: I see Dragofer made an updated version of his script. I have to check that out. Edit2: That version works: https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=21272&key=02755164a3bed10498683771fe9a0453
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