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  1. 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.
  2. Yeah. Maybe I'll update the mission someday if we ever get something like a "mission modifiers" feature. I have some ideas of how I could do it the non-fancy way with items or something. I don't know, but Volta missions will not have this feature
  3. 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!
  4. Well, I realize I have lots of ideas of things that could go into missions, but also lack the tools and technical know-how to make my own. So, at demagogue's behest, I decided to make a megathread for ideas that come to me that are ABSOLUTELY FREE for people to use in their fan missions, only thing I'd like is of you said "basic idea by Kurshok". Edit: Changed the name so other people could add their ideas in too.
  5. Dear all, I know you all can contribute with hundreds of great/crazy ideas of all kind but, may I ask you stick in this topic to restricting saves in creative ways? Let's also please avoid heated discussions, chances are nothing of this will ever be implemented... Consider this a for-fun topic. I failed to follow my own rule , you can discuss whatever you like... -------------------------------------- I would personally like to have an "Options" section in the initial "Objectives" screen where I can choose special modes or settings for the mission. Thinking of "restricting saves in creative ways", here are some takes: Chronos mode: Unlimited saves but you must wait 5 minutes - from the beginning of the mission or from the last save - for the next save to be available. Lethal mode: Each time you save you hear a painful sound and health decreases by 1/5, to the point where you can die from saving. Health potions become a necessity. Treasure mode: Saving is enabled as soon as you pick up a piece of loot. If you use your save, saving gets disabled and you must pick up more loot to save again. Get ready to backtrack a lot! Ironman mode: You have a single save available throughout the whole mission. Will you use it? You get the idea... can you think of other creative / challenging / fun modes? Additional threads: Wikis: https://wiki.thedarkmod.com/index.php?title=What's_new_in_TDM_2.03 https://wiki.thedarkmod.com/index.php?title=Altering_the_savegame_behaviour_of_TDM
  6. 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
  7. That sort of tone doesn't fly in our forums.
  8. They might be crazy yes but i am generally always looking at the ideas and feedback! Its cool to see clever new ideas and enhancements, so that i can implement them in my own work!
  9. 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.
  10. 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.
  11. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  12. Is there by any chance a repository of "thieving event" ideas somewhere in these forums? I'm not talking about ideas for an entire mission, I'm just talking about single events or NPC encounters or small quests or even a puzzle that could fit into a larger mission. I ask because I'm building a mission and want to add a couple clever side events to fill out my mission. I've searched these forums but haven't found anything. Thanks in advanced for your help,
  13. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  14. 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.
  15. Trying to bring this thread back to the original topic. Had ChatGPT 4 generate ideas for a game. I chose 7-day roguelike because it's supposed to be simple enough. I would like to participate in the 7-day roguelike contest. It's a game jam where you make a roguelike game in 7 days - some preparation before that is allowed, you can have some basic framework etc, but the main portion of work is supposed to be done within the 7 days. Therefore it favors games with simple systems but good and original ideas. Some of the games contain "outside the box" design that stretches the definition of a roguelike. Please give me an idea of a 7-day roguelike that I could create. Be specific: include the overall themes and topics, describe the game world, overarching abstract ideas (what is the goal of the player, how does the game world works, what makes it interesting...) and specifics about gameplay systems. Describe how it relates to traditional roguelike games or other existing games. This is really not bad and after some simplification I could actually see it work, though I don't know if the mechanic is interesting enough. I had it generate two more. One was not roguelike enough (it was basically something like Dungeon Keeper), the other was a roguelike-puzzle with a time loop: you had to get through a procedurally generated temple with monsters, traps and puzzles in a limited amount of turns, and after you spend those turns, you get returned to the beginning, the whole temple resets and you start again, trying to be more efficient than last time.
  16. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  17. Latest TDM updated version of Hasard Pay While loading anew saved game Error: FILE SCRIPT\TDM_STATISTIC_MESSAGE.SCRIPT, LINE 5: STATISTC_MESSAGE_INIT REDECLARED any ideas ?
  18. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  19. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  20. 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.
  21. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  22. @stgatilov, thanks for sharing your thoughts about the original ideas behind the 3 levels, which I had not previously seen put so well. I was surprised that you considered that some of an individual AI's barks might go under "effects" instead of "speech". @snatcher likewise thought that, in effect, an AI's barks should be divided, though draws the dividing line elsewhere. I agree with you about the primary existing TDM audience for subtitles: those players appreciating help with spoken English, specially in dialects. I think partially-impaired-hearing individuals will also benefit. But, given subtitles in TDM and our newly prototyped method of indicating speaker sound source, I think we have an opportunity to enlarge the potential TDM community to include deaf players, or those who like to play games with sound off. This does involve sound categorization and visual cues, beyond just toggling story/speech/effects. Such cues could be universal (seen the same by everyone), or controlled by new options, to accommodate personal interest (or lack thereof). Let me be more specific. Consider the 2-level visual cues that snatcher preferred (while leaving open where to draw the line between the 2, or whether 2 is really too few). Examples of universal+fixed, which for barks could be done by me in the .subs file, are: bracketed vs unbracketed white vs yellow font, done by string markup. (This has significant drawback and limitations). Alternatively, there is categorization performed engine-side and passed to the GUI as one or more variables. The results could be universal, or the passed value(s) could be affected by additional optional settings. Displayed results could be, for instance: white vs yellow font, done by text font color choice Stone vs Carleton font wide vs narrow font wide vs narrow background field two different background tints or opacities colored border around backgrounds, with two different colors (Also, without involving new GUI variables, the engine could add brackets to selected strings) Turning to what additional optional settings might look like, at the basic level, you could just have an option that turns visual cues on or off. So, for example, if the visual cue was font choice, turning the visual cue option to off would cause all subtitles to use the same default font. More specificity is, of course, possible. (Maybe too, stgatilov, you could sneak in a related option to suppress "Just you wait!" audio and only play story clips!) If the barks were to be subdivided by the engine into (in this discussion) 2 categories, it could be done by a new per-line option in the .subs file, e.g, -cue 1. Or the categorization could be done entirely automatically on-the-fly by the engine, at the moment it's looking at the AI's current state & most recent state transition, in order to select a sound shader to play. It would probably use the standardized state-transition names as found in the AI .def files, e.g. "snd_foundDeadMale" rather than AI-specific sound shader names. So there would be a list of "snd_..." to determine when g_cue=1 instead of the default g_cue=0.
  23. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  24. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  25. You’re count of the purses seems to be correct - so I am actually not sure what is causing the aberration in the pick pocket statistics beyond something like the bug bigh is describing. There isn’t anything meaningfully different in how the attachments are setup that I can see. Will talk it over with the other devs and see if they have an ideas.
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