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  1. I got tdm_installer.exe but when I run it, it eventually stalls on some pk4. file. I try and try again and it stalls and stalls again. Can anyone assist? Thanks Ed
  2. 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.
  3. The Alchemist is a full-size city and mansion Dark Mod FM, the fourth in the Thief's Den series in which you play Farrell. It follows on from Heart of Lone Salvation so you should play that first. The main build of this FM was by Sotha who was unable to continue work on it. I (Fidcal) could see the potential so completed it, somewhat roughly and quickly, so it could be enjoyed rather than abandoned. Even so, it exceeded my original estimate! Read the notes below while you ... DOWNLOAD HERE. (27MB) Sam's death hit me hard and I've not been feeling so good. I'm worried I didn't get rid of the Heart of Lone Salvation quickly enough. I don't want to end my days like Martha Edridge. A health potion is too weak; I need something stronger. Only a holy healing potion will lift a curse so I need to find a good alchemist. But the city watch have been tipped off and the district is alive with guards searching for any intruder they find on the streets. I have no choice: I must get that potion... This FM needs Dark Mod Update 1.02 or later. TIP: You cannot drink the holy healing potion if you are perfectly fit! As said in the briefing, the city watch are already ALERT right from the start and much more likely to notice you in the dark. You'd better be ready to move! ALLOW 2 TO 4 HOURS PLAY FIRST TIME AROUND Players with low end machines will find this slow in some places especially when there is an alert. Hide. Let things calm down. Closing doors behind you may help. In Dark Mod some glass is breakable using any weapon. It may require several hits. But there is also toughened glass which cannot be broken. Only one way to find out which is which! Do not use Esc during the briefing or the cursor becomes invisible. (You can still select blind though looking for highlights.) You can skip the briefing with the left mouse button. If you miss anything you can use the back button to show it again. Above all, Enjoy! [EDIT] updated with debugged combination lock script 5 June 2010. If you had a previous version installed make sure it is totally removed first, ie, doom3/alchemist and darkmod/fms/alchemist. [EDIT] If you get strange crashes there is a known bug caused by the spiky balls. This is fixed in Dark Mod but I think not released until 1.03. Try my patch from http://www.fidcal.com/TEMP/alchemist_patch2.zip It makes the spiky balls passive - they don't do damage - but apart from that no difference. Close Dark Mod Unzip the patch into your game folder doom3\alchemist Start the FM afresh, don't use earlier gamesaves.
  4. 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.
  5. I cannot speak for the mission creators, but if was one i would say: "thanks for the suggestions. please adjust them yourself, if you want to do it. The needed source and info are publisched online. it takes time to repair the problems. I (dont) have time for it. Maybe you get some experience by repairing this yourself, to create some new content yourself."
  6. After several months of hard (although very enjoyable) work, I’m proud to announce the release of my first FM - “Cole Hurst 1: Eaton”. Mission description In the northern town of Eaton, Lord Mayor Zelmer is hosting a lavish party at his luxurious estate to celebrate Eaton's establishment... The city's elite, a famous musician and even the Queen will be partaking in tonight's festivities. Screenshots Download “Cole Hurst 1: Eaton” should already be available for download in the game, but you can also grab a copy of version 1.0 from here. To install this copy, simply place the downloaded file named “ch1_eaton.pk4” in your “[the dark mod]/fms/” folder. Notes I would say this FM could primarily be considered a “traditional mansion heist” mission. These were by far my favorite type of Thief 1/2 levels which I have very fond memories of playing through as a child. I suppose this is my humble attempt to create something vaguely similar... I have tried my best to make the story, the readables and the conversations as interesting as I could and so I really do hope that some of you will find it enjoyable. The mission features: I already have some relatively concrete ideas for a follow-on mission in mind, so hopefully I will have time to continue my mapping efforts soon(ish) :) Contributions I have been overwhelmed by the amount of people interested in helping me with this mission. A huge thanks to each and every one of you! Story Kelly Hrupa Voice actors: twhalen2600 (AKA @Benny_the_guard) Kelly Hrupa Testers: @Acolytesix- brisk puzzle solver @duzenko - the man with the admin tools @JackFarmer - objective wrangler @Shadow - a certified spider-monkey who refuse to stay caged @Cambridge Spy - an eagle-eyed book-worm @wesp5 - eager candle-snuffer @madtaffer – readability advisor @prjames - spider assassin @suzy8track – book magician @datiswous – destroyer of crates I would also like to say a special thanks to @Dragofer who has been very helpful with debugging and general advice in cases where I had absolutely no idea what to do. @duzenko has also been very responsive to any game-related bugs that I’ve encountered during the beta phase and also thanks to @nbohr1more for handling this release for me. As I am completely new to mapping in general, I also found @Springheel‘s wonderful TDM New Mappers Workshop extremely helpful when I was first getting started, so thank you very much for creating it. Known bugs/issues While this mission has spent quite some time in beta testing, I’m sure that some of you will discover shortcomings that my wonderful beta testers and I have overlooked. In that case, please do get in touch and I will make sure to address it (to the best of my abilities) in a future update. There are unfortunately also a few (primarily cosmetic) things that I have been unable to solve – at least for this release: The small church model used in Gatwick square has low-resolution textures applied Some picture frames do not match the original frame after being stolen Strange looking shadows on the greenhouses in the garden Visible vertical lines on some interior walls Various gaps/holes in some of the models that I have chosen to use The female mansion lobby guard occasionally sound like a dude
  7. Recently tried to download all the new or updated missions, but the last remaining one gives the attached errormessage. Starts and seemingly runs fine, though.
  8. As part of the 2.10 update, a long extinct engine feature was restored by duzenko that allowed the visual changes to happen. Meanwhile, when the item is used its custom scriptobject cycles through all entities on the map that have been marked with a custom spawnarg and updates their solidity. 2.10 was a very feature-heavy update so that became a theme in the contest and using this back-then experimental feature gave bonus points. Meanwhile it's become a core feature. @MirceaKitsuneas this FM is the first instance of the overhauled and quite complex multi-part version of this AI script, it'd probably be good to compile all known issues like yours so the script can be finetuned further. Could probably also do with a wiki page to describe how to use its features.
  9. Bumping this thread. I was trying to parse the code for LibreCoop recently, the multiplayer coop mod for Doom3, or Dhewm3 more exactly. The main alternative is OpenCoop, but I think LibreCoop is more developed. Anyway, it got me thinking how much work would have to go into a coop mod for TDM. It's still my biggest wish item. The idea I got was one has to basically walk system by system through the code and think about the client and server side of packet swapping. TDM has a lot more and more complicated systems than Doom3, but once you start getting a feel for it, I think the basic system doesn't change that much. In a way it reminded me a bit of a pared down save/load system, what you need to update a game state, except you're streaming it in in real game-time, and you using tricks to fill in gaps to ease the load. The other thing I noticed is that maps themselves need their scripts tweaked and anything else happening in the world. But I wonder if there's a way to procedurally do that when a map is loading, so one could just use the FM files as released. It looks like it'd take more than a year or two if one were working steadily through it, although I think one would get efficient at it over time. Like I was noticing, there's a consistent logic to it. But most of all I think it'd be worth it. I really like Thief coop, and I think it'd be great for TDM. I'm just FYI'ing about it now because I was browsing through the other coop mods. Not even soliciting opinions or anything. Just thinking aloud (avisible?) about it.
  10. A colleague of mine believes the true mirrored rendering is a deprecated feature today. Given all the problems (try to put a model which is both partly in front of and partly behind the mirror) and the fact that reflection probes are unversal, perhaps he is right.
  11. In theory that should be possible, and I believe (although again, I'm not an authority on Debian policy) that it would permit inclusion in Debian, because the GPL parts could be in the main repository and the non-free parts could be in the dedicated non-free repository. I suspect they wouldn't accept the main package if it didn't contain some minimal playable content (which is basically what the OP is suggesting). But as others have said, separating out the various free vs non-free components would be a huge task. I believe there are also problems with trying to have the game installed in a non-writable system-wide location, because they game expects to be extracted into a writable directory and store its data locally.
  12. I did play Thief and FMs, but I don't play it any more, except for major things like Black Parade. The clunky movement and antiquated Dromed editor is what discouraged me from interacting with it over the years. I regularly play and sometimes make content for TDM, because it has much better movement model than Thief. I know that most missions don't use it well, but if you construct your geometry (gaps, ledges, distances) using power of two measurements, movement and mantling feels fast and snappy. There's no need for regression in that regard, in my opinion, there's a need for assets and missions made with the movement model in mind, to showcase its strengths properly. Even if TDM originally intended to "simulate the stealth gameplay of Thief, many things will be familiar to veteran Thief players" the actual mod history was a bit different. The team came up with a mission platform that has its own identity when it comes to mechanics. The way assets were made might have been a huge mistake, but that didn't prevent the platform from growing. Since you like anecdotal evidence, noone other Skacky once said that TDM movement model was super clunky, after playing The Painter's Wife. It was really hard to convince him that if a mapper places geometry this poorly, and isn't aware what spatial measurements play to the strengths of a movement model, no movement model will save his mission. And there is no fixing of this problem on the engine side, although it's not the first time when TDM team tries to address the asset problem with engine changes, which I suspect will ultimately lead to even more problems down the line. In game development, things like core mechanics and player tools are locked-down first, in one of the pre-production phases, because all the levels will be constructed around them. Making changes in core mechanics in a project this mature is very risky, I assume you don't plan on going through all playable spaces in all released TDM FMs to check for errors. Instead of making incremental changes in fundamental mechanics, I'd encourage you to create a fork, or some kind of major version bump candidate, like 3.0, where all things could be revamped: movement, player tools, UI, new frob mechanics, perhaps with UI contextual icons, new training map to incorporate all that, etc. Once all new elements fall into place and create something new, with a map or maps to back it up as relevant changes, it will be easier to convince existing player/author base that it was worth it. I assume the existing fanbase is already fragmented, as a result of all those heated discussions around the topic. But with multiple versions available for download, the transition to hypothetical "TDM 3.0" should be easier. It could be similar to UE2 and UE3, and you could also use this as an occasion to draw the line for backwards compatibility. I know there are old systems and variables kept in place just in order not to break existing missions. This way you could e.g. redo the LOD system, implement lights using math functions instead of textures, etc.
  13. Maybe start with finding who are these "we" people who want to change the license to assets?... As a programmer, I definitely do not want to maintain any additional packages. And I do not want to get entangled into any kind of licensing questions. Just that I understand: A license that forbids commercial usage is considered not free (CC-NC). A license that allows commercial usage but efficiently forbids making money from it is considered free (GPL and AGPL). Yes, this is a great distinction Now someone should come and say "but hey, you can sell your support for GPL product!" UPDATE: Well, I think there is also an approach when company provides reduced version under GPL and expanded version under commercial license (like Qt). As long as reduced version is reduced enough, it seems to work fine.
  14. 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/
  15. Just played this on Expert, and enjoyed it! But I found that the loot cannot be frobbed, even after the safe is opened. Is that intentional (because of who it belonged to), or is it a possible bug? Update: I tried dragging a vase from the safe with the sword from an unconscious guard, and even on the floor of the chapel the vase was unfrobbable. So I reloaded, and after opening and closing the safe door several times, the contents suddenly became frobbable. There seems to be an issue here.
  16. It is probably the shadow maps for VLs that cause the performance drop. But thanks for the advice. I decided to not use them in the update, but will try them out in the future.
  17. What are you talking about? Edit: Ah I see: It's not really important I think if you use the already excisting TDM installation (but starting TDM with the Linux executable) from the Windows drive. If you install TDM (from Linux) on the persistent storage space, it might be slow. But maybe it's not really so bad.
  18. If you install Linux on a USB stick you have to pay attention to the persistence mod, which is important
  19. Seems like the forums been updated since my last visit. Why does everybody have a rocket on their profile picture? Could the ranks either be disabled or filled with proper icons instead of just one rocket? If you need someone to create those icons (maybe Thief related) just give me a call, I may can help.
  20. @joebarnin Do you have a decommissioned PC somewhere? I used to install Linux on those, rather than doing the dual boot "mess". Of course, the hardware should be capable of running TDM.
  21. Both points were latent Thief problems waiting to raise up, the first being real a pain in the ass. Unless the frob area around NPCs belts can be improved it'll always kind of suck, no matter which is the primary action. Previously, a missed belt frob would grab the torso and lock your frobbing until you released it.
  22. Just updated to 2.09 from 2.08 and this is what I get after opening darkmodx64 icon. I updated as usual, I did not click on any advanced options. I tried to update again and got the same thing. Any ideas on what went wrong?
  23. There's good news and bad news. The good news is that this zip file does indeed contain the missing dat file. I have checked that it is compatible with the existing dds file across printable chars* of the standard ASCII set. I see no reason not to include it with the 2.12 distribution. *except testing method using "inline" subtitles can't do double-quotes. And I didn't try whole set of Latin-1 chars. The bad news is that in doesn't solve any problems with stray pixels or poorly spaced characters, compared to scaling down from Stone 24pt. Artifacts were seen to the left of % C T W Y During test, characters were separated by two spaces, to isolate which char was causing an artifact. Nor did I see any visually discernible improvement or change in the rendering of characters. I was looking for any thickening of the thin parts of strokes, for instance. BTW, both Stone 24pt and now Stone 12 pt have weird stuff for ASCII "<" and ">". Maybe that's a TDM customization? The > replacement includes an artifact to right.
  24. Thanks for all the feedback. My original post was the short version of a long story. So, just to clarify, I always create my account details separately in my password file first and only then copy it into the real log in. My password file is on a flash drive with a back up of the entire drive in a separate room in case of fire or theft. But in this case I couldn't access my main password file on the pc because, of course, it wasn't set up yet So I plugged it in my laptop. Guess what? The laptop doesn't like that drive for some reason. So I plugged in the backup drive and created my details there then copied them into the Win11 setup. Once setup there's a million things to configure how I want Windows and I'm still working on that two weeks later. At some point during this period I became aware my password backup drive was still at hand so I stupidly thought I might as well do a backup before I put it away in the other room! I backedup the main password file over the backup file (which had the only copy of my new Win11 details!) I can't believe I did that because I'm paranoid and really meticulous about organising and backing up account details. Just shows no matter how careful one tries to be one can still make a mistake. Next thing is I've always had problems with Microsoft Accounts. I've set up four or five over the years because every one gives wierd errors without explaining what the problem was. I once had a long session direct with M$oft where I gave them so many personal details to sort it all out and yet they still couldn't fix it! So here I set up yet another new one. So I'm reluctant to reset the password in Win11 in case it conflicts with the same password in the Microsoft Account. (Does that matter?) Or I could reset the password in the M$ account log in and then reset the password in Win11 using the same password. Would that work? As far as that hack, how long is 'ages' to crack it? Hours? Also, what would happen if I create a new user in Win11. I'd probably have to re-install software that is not public user I guess. But would I still be able to set admin privileges where needed? Not sure I'd gain anything. It would still conflict with the Microsoft Account. I can't get my head round all this crap; drives me nuts. Or I could do nothing until there is a problem. Odds are with my luck a pc only lasts two or three years. My previous one won't boot but might be recoverable if I can create a portable Win11 disk and fix the boot sector thing. Life is so bloody complicated. 200 years ago, the only tool I'd have to worry about is my spade which would last a lifetime of labouring on a farm 14 hours a day.
  25. TDM Modpack v3.0 released in the opening post Version 3.0 is a major revision of all mods so far included in the Modpack, the consolidation of all the work since the inception of the pack. There is nothing brand new but important changes and improvements. Let's have a look. The Shadowmark is now a Tool The Shadowmark (deck of cards) used to be a Skill but it now is a Tool and you will find it in the Tools category. No changes in its functionality. autocommands.cfg In v2.4 we reserved F1 and F2 for mods and in v3.0 we extend the support to F3 and F4. F1: Cycle through the Skills category F2: Cycle through the Tools category F3: Switch between Loot and Stats F4: Direct shortcut to "Penumbra" Quick access to Penumbra is something I always wanted to have and it is offered out of the box. The rest of the abilities can also have dedicated keys if you wish. Have a look to the autocommands.cfg file included in the pack and have it your way. You can, in example, set the "Alchemy" skill to your current "Broadhead" control key (normally number 3). Statistics update in real time I find myself trying to ghost more often than not nowadays. I normally give up at some point but at the beginning of a mission I try my scores to be zero for as long as I can. The statistics now update in real time meaning you can have the stats on screen for as long as you need them. Press F3 repeatedly to quickly access the Stats. Whistling There is a flaw in The Dark Mod: if you set AI Hearing to "Nearly Deaf" throwing objects or using tools such as the Noisemaker or skills such as the Whistle are useless. The problem I find is that setting AI Hearing to "Forgiving" can also have mixed results in this regard. The whistle receives an update and now the more you whistle, the more attention your whistle draws. If AI doesn't react to your whistle just insist a little... Alchemy - Dangerous Moonlight powder Flashbombs aren't reliable: AI must be looking in a certain direction and players can't tell where the Flashbomb will land. The Moonlight recipe gets a little update: A high concentration of the active Moonlight mixture causes a burning sensation to the eyes. This means if players want to purposely blind AI they will have to fire the arrow to their feet or directly to their body. All this regardless of whether the player has Flashbombs or not. This side effect is not intended to replace Flashbombs but to demonstrate Flashbombs could be fun if implemented properly. Warning: firing many Moonlight arrows to a same spot can decrease FPS temporally. Mantle while shouldering bodies This mod will eventually be decommissioned since community member @Daft Mugi is officially bringing the feature to TDM (yeah). In v3.0 of the Modapck I restored the ability to jump while carrying bodies to be inline with Daft Mugi's vision. What's more, the mod will automatically stop working if a 2.12 dev/beta/release is detected. ---------------------------------------------------------------------------- This should be all for some time. Thanks to everyone who contributed in some form or another. Here is the full changelog: ============================== v3.0 - New release ------------------------------ • The Shadowmark (deck of cards) is no longer a skill, it goes now into the Tools category. • STATS INVENTORY MOD v1.1: Statistics update in real time now. • autocommands.cfg update: - F1: Loot / Stats - F2: Tools category - F3: Skills category - F4: Direct shortcut to Penumbra • PLAYER SKILLS MOD - OBSERVATION v1.2: Improved "sliding door" detection and other minor changes. • PLAYER SKILLS MOD - DISTRACTION v1.3: The more the players whistles the larger the sound propagation. • PLAYER SKILLS MOD - MANIPULATION v1.7: - Support for some gas flames (can be ignited only). - Support for the candle sets found in "Seeking Lady Leicester" mission. • SHOULDERING BOOST MOD v1.1: Ability to jump restored to be inline with the forthcoming 2.12. • PLAYER SKILLS MOD - COMBINATION v1.1: "Moonlight" arrows now blind AI. Cheers!
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