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  1. Carnage

    Free games

    Quite a few people probably don't know or don't remember that the Epic Store is giving away free games every week. As most people have very busy lives nowadays it can be difficult to remember to check the store every week. They have been giving away some pretty good games and it would be a shame to miss these. Therefore I will try to update this post every week with the games they are giving away until they stop doing it. This is obviously meant for people that are interested in downloading something from the Epic Store. This week you can download: The End Is Nigh https://www.youtube.com/watch?v=V8DUps2QKA0 The End Is Nigh is a sprawling adventure platformer where you die a lot, but that's ok because you are probably already dead anyway. https://www.epicgames.com/store/en-US/product/the-end-is-nigh/home ABZU https://www.youtube.com/watch?v=e9d8YjpJgiU From the art director of Journey® and Flower®, ABZÛ is a beautiful underwater adventure that evokes the dream of diving. https://www.epicgames.com/store/en-US/product/abzu/home
  2. In considering my possible upcoming TDM projects, such as upgrading some fonts to Latin-1 or "TDM Latin", I reviewed the current status of support for European Latin-based languages. Basically, for FMs, the translation system has fallen into disrepair and disuse (or perhaps kicked into the grave). Neither "converted" (i.e., #str using) FMs nor Language Packs are now being maintained and distributed by thedarkmod.com. As to other sites, for Cyrillic/Russian, DarkFate provides such resources. Are there any such sites in native Western European tongues, say, German, French, Italian, that likewise offer translated TDM FMs? So, turning back to thedarkmod.com, questions - - is Western Language support (outside the main menu system) officially dead? - if so, maybe it's time to stop pretending otherwise. - if not, should the converted #str system be revived, with better infrastructure? - or an alternative translation system be devised... if so, what? I'm just trying to identify work worth doing. (I started to draft a doc with a litany of problems with Western language support, and possible sub-projects to address them, but TL;DR. And really, not pertinent if support is considered dropped.) Thanks for your thoughts.
  3. I hope that is not the new TDM version. https://forums.thedarkmod.com/index.php?/topic/20784-render-bug-large-black-box-occluding-screen/
  4. I've been involved in the TDM community now since before we had a game, since way back when we were arguing over lock picking methods lol Finally, I'm finished with Briarwood Manor - my first Fan Mission for The Dark Mod. I've been hatching this for a year so I'm wrapped it's finally done. Briarwood Manor Crowind - made the Briefing for the mission: This is the HD version. Briarwood Manor is a old manor house built and added on to over the years which gives it it's design. The family part is the original home, and two other parts were added on later. Inspiration came from an image in the TDM Editors Inspiration thread. Available through in-game downloader. - available also in the link below. Update Version 1.93 - Fixed a few issues that surfaced, and added a sign to the Armory because people were missing it and thinking the mission was very thin on resources. Remaining Issue: - DO NOT BE SEEN BY THE STEWARD AT ALL! Update Version 1.91 - Removed an erroneous LARGE file that had accidently been in the mission blow the mission size up dramatically other assorted bugs fixed that were pointed out by the Community. Thank you Also replaced the missing script file that controlled the Drop Key which I accidently deleted. LOL Update Version 1.9 - Fixed a bug caused by roof projecting into the sleeping maids room upstairs. Update Version 1.81 - Fixed a bug caused by a faulty newspaper readable that I couldn't fix, so I converted it to a static model that is no longer frobbable. Update Version 1.8 - Fixed a problem with a patch that somehow got misaligned in the previous version of the level creating a ceiling shadow. Update Version 1.7 - Fixed some brush splitting, and a problem with the stairs. Also fixed a readable problem, and a few other minor problems. Added little more detail around the woodshed. Update Version 1.6 - Fixed problem with Crowleys Diary, and a screwed up shadow in the old well. Update: Version 1.5 - Resolved the problems with the Steward and the Dropkey. They should never be a problem again. Unless you decide to hit him, then you are going to break him from his route lol. Fix an sound issue, and fixed a problem where the player could get into places he shouldn't until the right time. lol Improved the performance for the garden area. It should be playable for low end PC's now. If you get stutter issues, drop your video settings, especially the LOD setting. With LOD set to Very Low, Fog will be gone, and detail will be dropped a lot at a distance. The higher you raise your LOD the more you get. ie at LOW LOD Fog comes back. Experiment so you get a setting your PC is happy with. You can use the console command com_showfps 1 to see what FPS you are getting. 30 and above are acceptable. Enjoy. Update: Version 1.4 - Resolved (partially the drop key issue - save before you go into Stewards room, fixed many other minor problems picked up by Abusimplea. Added a new room, made the map a bit more open, solved some of the difficulty issues people had. The map should now be ghostable. I hope. Should be added to the in game downloader within a day or so depending. https://drive.google.com/file/d/1I_-ZJDGUtK7P4-b5zsGsEcYAH0vYdgnw/view?usp=sharing If you download from this link, top right arrow pointing down, is how you download it. Click it. A few things to note: 1+ Hour of gameplay - Easy Difficulty is intended for new players. Hard/Expert for most of the TDM Community. This is a challenging map for new players. Use your tools Features a custom intro (above) and a few custom sounds, and some voice acting. Warning: This mission is not for low end PC's. The house is fine, but the garden will make lower end PC's grind. The map has been made sensitive to LOD settings. So if it's grinding you're PC drop you're LOD settings for it, then you can return them to normal once you've finished. On my Medium PC gtx 760 with Normal LOD I get 30 to 60 fps in the garden. I upgraded to GTX 1070 and get pretty good 60 fps in the garden. Briefing Video made by Crowind and I can't thank him enough. He did an amazing job of this. I was so lucky to have him do this. Cast: Voice Actors (Intro) : 1St Merchant: Crowind, 2nd Merchant: Mykel19XX Corbin: Goldwell Voice Actors (Mission): Corbin played by Goldwell, Morgan Crowley played by V-Man, Giles MacCadie (Steward) played by myself Thank you to my Beta Testers: Cambridge Spy, OldJim, V-Man, Jaxa, duzenko and Bikerdude. Cambridge Spy and OldJim did most of the hard grind in finding problems, so thank you both so much. If you are stuck or need help, fastest way to reach me is message me on my youtube channel (link bottom of this post). Use the resources you were given and you should have no problems. Otherwise post spoiler free in this thread. TIP: Don't be seen by the Steward, or he might glitch out. Credits: Crowind put my briefing text into a more thiefy style for Goldwell to voice. He also helped with refining the trailer for the mission. Bikerdude (did the coal door for me and let me use his moonbeam method) and sorted the performance side of things out and thereby taught me how to do performance., grayman for providing a script to handle the drop key (Abuseinplea for fixing it from bouncing) and grayman for solving some conversation problems. EHR+ or showing me how to do the double secret door and Fidcal for his Fidcal's A-Z tutorial for Dark Radiant. Without this starting point I would not have started. Changes 1.2 to 1.93 - Added a second way to get into the building - Dining Room and Parlour doors now pickable, to make it bit less linear - Electric Light in Lobby dropped it's luminosity from 240 to 220 Little bit darker. - Door on the landing (catwalk) is now unlocked - Spider no longer walks down to the ladder, or clips into the floor. - Opened up the level more so you can choose more how you want to tackle it; except for family rooms (top of stairs) - Fixed a graphical bug with the back stairs caused by TDM upgrading to 2.06 - Added some plants around bottom of garden wall alongside cart. I don't like seeing planes meeting. lol - Made some changes to the fog in the garden. - Fixed a problem with the newspaper that was allowing the no frobbing bug to occur. Enjoy Neon PS: Why does TAB key no longer tab? It drops to the bottom of the page. I have to say I hate this editor.
  5. For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
  6. So path_follow_actor actually DOES work if you want it to follow the player. You just need to target the player entity dynamically in game. It doesn't work if you target the player_start entity. I can't remember if that's what people were doing (or even if that's what I was doing), but that won't work because the player_start entity and the player entity aren't the same thing. You can use a atdm:target_changetarget entity to do this, or a script: $path_follow_actor_1.addTarget($player1); Both can just be triggered by another path node, a atdm:target_callscriptfunction, whatever. Also you need to add the player target to the path_follow_actor node BEFORE the AI gets to it. If the target gets added after the AI reaches that node, it won't work. Video where the AI hits a node that triggers a atdm:target_changetarget entity: https://drive.proton.me/urls/A3DJW5EYFM#0WgYnCVOU6nv test map attached as well. EDIT: I have no idea why just manually setting 'target' 'player1' on the path_follow_actor node in DR doesn't work. I'll try to look into this. UPDATE: It appears the the player1 entity simply isn't there during initialization when the path_follow_actor's targets are evaluated. As a result, the 'actor' is null and the node does nothing. I didn't mention it before, but when I used the script method I just stuck in the map script's main function like so, and this works too: void main() { sys.waitFrame(); $path_follow_actor_1.addTarget($player1); } UPDATE 2: Wiki updated: https://wiki.thedarkmod.com/index.php?title=Path_Nodes#path_follow_actor path.map
  7. The Frob Helper doesn't work in this mission. I suggest an update of tdm_player_thief.def to the latest version.
  8. Maybe it's possible to make a script that extracts all the info_locations from the map file and creates an efx file from that in the correct format (run again to update). Then you can simply fill it in. Possibly you could also edit in DR the efx-data as a fake spawnarg for that info_location entity and make the script write that to the efx file. This might also be possible via a script/plugin inside DR.
  9. I made a small update including the fixed fonts by Geep and also brought Snatcher's Whistle back, because a) I noticed that hitting something with blackjack or sword has not the same effect and b) the name now doesn't look bad anymore because of the font fix .
  10. For free ambience tracks it's as Freky said: you look around on the internet for tracks with the appropriate license to be included in your FM. Fortunately, you likely don't even need to bother doing this as a beginner as there's an entire "Music & SFX" section of the forums full of good ambient tracks for you to use if the stock tracks do not meet your fancy. You might also be interested in Orbweaver's "Dark Ambients", which come with a sndshd file already written for you.
  11. Thought it would be a good idea to collate a useful list for new and old mappers alike and this post will update as we go. Abandoned works: Any WIP projects that were abandoned by the original author - http://forums.thedarkmod.com/topic/12713-abandoned-works/ Darkradiant & Darkmod shortcut settings: Some example settings for new mappers - http://forums.thedarkmod.com/topic/15152-darkradiant-and-darkmod-shortcut-folder-settings/ Darkradiant howto, must knows, tips and faqs - http://forums.thedarkmod.com/topic/12558-usefull-important-editing-links/?do=findComment&comment=272581 Info for Beginners: Newbie DarkRadiant Questions - http://forums.thedar...iant-questions/ Dark Radient Must Know Basic Intro - http://wiki.thedarkm...now_Basic_Intro Editing Tips for Beginners - http://wiki.thedarkm...s_for_Beginners Editing FAQ (Troubleshooting & How-To) - http://wiki.thedarkmod.com/index.php?title=Editing_FAQ_-_Troubleshooting_%26_How-To Sotha's excellent Mapping Tutorial series: http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/ Springheel's New Mapper's Workshop: http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/ Inspiration: Collection of screenshots and images people have found online - http://forums.thedarkmod.com/topic/11610-darkmod-inspiration-thread/ Mapping Resources: List of Voice actors available for voice recording - http://modetwo.net/d...6-voice-actors/ Lengthy collection of city reference pictures - http://modetwo.net/d...rence-pictures/ Collection of texture resource sites - http://modetwo.net/d...ture-resources/ Free Ambient Tracks - http://skeksisnetlabel.wordpress.com/2009/12/30/10-songs-for-free-download-vol-10-full-moon-over-noricum/ Mapping Tools: 3 useful tools for texture creation - http://forums.thedarkmod.com/topic/18581-must-have-tools-for-the-descerning-mapper/ Modular Building: What is Modular building - http://forums.thedarkmod.com/topic/14832-modular-building-techniques/ Working example tutorial on modular building - http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/ Springheels new modular models - http://forums.thedarkmod.com/topic/18683-using-springheels-205-modules/ Some related mapper recipies - Easy Vaults - http://forums.thedarkmod.com/topic/14859-easy-vault-recipe/?hl=%2Beasy+%2Brecipe Easy Outdoors - http://forums.thedarkmod.com/topic/16159-easy-outdoors-recipe/?hl=%2Beasy+%2Brecipe Easy Caverns - http://forums.thedarkmod.com/topic/14469-quick-caverns-recipe/?hl=recipe Easy Alert Ai - http://forums.thedarkmod.com/topic/17157-easy-alert-ai-recipe/?hl=%2Beasy+%2Brecipe Easy Alert Ai Custom Behavour - http://forums.thedarkmod.com/topic/17160-easy-alert-ai-custom-behavior-recipe/?hl=recipe Tutorials: Collection of video tutorials for DR - http://modetwo.net/d...in-darkradiant/ Using Lighting and detail effectively: - http://forums.thedar...l-and-lighting/ Voice Actors list: List of available voice actors - http://forums.thedarkmod.com/topic/12556-list-of-available-voice-actors/ Usefull Console commands: A list of console commands for testing in-game - http://wiki.thedarkm...Useful_Controls
  12. We are proud to announce the release of: The Dark Mod 2.12 ! The 2.12 development cycle introduced many large code overhaul projects. Most of these were to lay the groundwork for future fixes and optimizations. The final release is yet another leap in performance over the already impressive 2.10 and 2.11 releases. A full changelog can be viewed here, but some highlights include: The Dark Mod 2.12 is a major step forward for mission designers! The culling system has been extensively overhauled to ensure that your CPU and GPU are not wasting resources rendering unseen geometry, lights, and shadows. Some of our best map optimization experts have achieved similar performance gains to what this new culling system does but it is a rare skill and we have even managed to improve performance on missions that were generally regarded as “well optimized”. Mission authors both new and old can follow standard mapping practices with no need to dive deep into sophisticated optimization techniques even for some pretty challenging scenarios such as wide open areas and long views. Players will immediately notice many missions that have made their system struggle with FPS now may be running much more smoothly! Smoother controls for players! Also during the 2.12 development cycle, work has been done to make controls more seamless and accessible. Frob can now use hold or click actions to use items. Once you get used to the mechanic, it will be hard to go back to using a separate “use key”. Mantling is now smoother, faster, and less prone to cause the player to clip through geometry. Leaning is now more subtle and less prone to cause motion sickness. To reduce the tedium of shuffling knocked out AI around to search for loot, you can now configure TDM to automatically loot any frobbed AI. A special thanks must go out to community member Geep! Over the course of 2.12 development, Geep has created subtitles for nearly all AI barks along with developing testing tools and procedures for this gargantuan task! You can see these changes in action by changing the Subtitles setting to “On” ( rather than “Story” ) on the Audio settings page. Geep also provided substantial feedback for our GUI and subtitle design process and edited font data to improve text quality overall. Datiswous has complimented the massive work by Geep to create AI bark subtitles by creating mission story subtitles for a large number of missions. Thank you! Turrets are now natively supported in The Dark Mod and can be paired with Security Cameras! Finally, the nasty 2.11 bug that caused AI to allow arrows to pass through them at certain angles was fixed by Joebarnin! Your assassin style play-throughs should be far less frustrating. See also, our 2.12 Feature discussions: To UPDATE, simply run the tdm_installer.exe file in your darkmod folder. Note that tdm_update.exe is no longer supported, but you can download the new installer from the Downloads page if you don’t have it yet. Please be aware that old saved games will not be compatible with 2.12, so finish any missions you might be in the middle of first! Also, some missions created prior to 2.12 may need to be updated so they will be playable in 2.12. Use the in-game mission downloader to check for updates.
  13. Stone 24pt Font Upgrade, May 9 2024 Interim Release This first release just clears away some of the low-hanging fruit, while buffing the new datBounds program. In summary - stray mark next to W removed poor spacing of J and AE improved 6 characters got accents added. The download is made up of: .dat and 2 .dds files, for distribution/game inclusion .ref [with changes annotated] and .xcf [master source GIMP project, including datBounds layers] 2024 May 9 Stone 24 Interim font update.zip The changes were also doubled-checked using the testSubtitlesANSI FM. As this work continues, with an interim release approximately monthly, characters to be fixed will be chosen seemingly "at random", but actually due to layout considerations... you don't want to know. They'll all be done eventually. Details of Improvements:
  14. ============== -= IRIS =- ============== WELLINGTONCRAB TDM v 2.10 REQ Ver. 1.2 *For Maureen* -=- "Carry the light of the Builder, Brother. Unto its end." -Valediction of the Devoted "What year is this? Am I dreaming?" -Plea of the Thief Dear Iris, I am old and broken. When we were young it felt like the words came easily. Now I find the ink has long dried on the pen and I'm as wanting for words as coin in my purse. I can tell we are nearing the end of the tale; time enough for one more job before the curtain call... ============== -Installation- Requires minimum version of TDM 2.10 -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* *Support TDM by rating missions on Thief Guild: https://www.thiefguild.com/* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL * KLATREMUS - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *This mission makes use of volumetric lighting in several scenes. While optional if you wish to see this feature enable the "maps" lighting model and I recommend you also disable image sharpening. If you do not like the effect or are concerned about performance use stencil shadows* *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
  15. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  16. https://www.information.dk/indland/leder/2024/04/ny-cheminova-sag-paa-tide-miljoeet-faar-lov-veje-tungere-erhvervet in danish so you might need google tranlate but oh boy... and it is not the first time they ended with a shitstorm either. In essence an old firm with a history of serious pollution turned out to have a state mandate to flush several 1000 times the amount of arsen (basically the same stuff as rat poison) into the ocean. the way they did it to get around eu directives was to expand the area from where it was lead out into the sea by a factor of 100km instead of the 100m from the letout that was the norm. creative thinking which would have been better used on problems which are not illegal as all hell i would say.
  17. Thought I would compile a list of tweaks & fixes from multiple sources for this game in an effort to help people get a playable experience, I will update this OP as we go. Minimum Requirements - Processor: Dual Core or Quad Core CPURAM: 4 GBGraphics: AMD Radeon 4800 series or NVidia GTS 250DirectX: Version 10Hard Drive: 20 GBRecommended Requirements - Operating Systems: Windows 7, Windows 8 (32nit or 64-bit)Processor: AMD FX 8000 series, Intel Quad i7 Core or better CPURAM: 4 GBGraphics: AMD Radeon HD R9 series, NVidia GTX 660 series or betterDirectX: Version 11First recommened tweak for ALL 64bit Windows users - (dont know if this applies to linux users, yet) The latest update (1.2 b4116.4) fixes the slowdown issue but if people still having issue or have lower end systems there is not a tick box to force the use opf the 32bit exe.Second Recommended Tweaks for ALL 32/64bit Windows users - Enable "Exclusive FullScreen", this should improve your framerate across the board. - for me my FPS (min/max/avg) jumped from 32/62/53 to 41/64/58Graphics tweaks to Make the game run better - First things first - If you are experiencing bad graphics on a machine that can easily afford to run it better/smoother, set SSAA ‘Super Sampling Anti-Aliasing’ to low or off. The higher you set this setting, the more lag you will encounter in the game.Don’t take things for granted - The problem is the optimization of the game, even if your PC can handle everything max'd out, try keeping SSAA to low if you want a smoother gameplay experience.Flickering shadows, glichy graphics & disappearing menu buttons - If you are experiencing flickering shadows, glitchy graphics & disappearing menu items, make sure you are running the game on updated or the latest drivers for your gfx card.SLI/Crossfire fix - For now, make sure you run the game on a single GPU as SLI/Crossfire may be causing the disappearing graphics and flickering shadows.Framerate issues - There are a few things you can try to improve your FPS for thief. Firstly make sure that your GPU drivers are up to date and your system is not overheating or running hot. If you are running SLI/Crossfire, try disabling to see if there is a difference in performance. If you are using a laptop, make sure that your power adapter is plugged and your power setting in windows is set to performance.Common sense - It goes without saying that your system should be good enough to handle the game’s processing and rendering needs. If you are running any third party applications in the background like Dxtory, Shadowplay or FRAPS etc, your going to see a perf drop.Crashes after loading a stage - If Thief crashed after loading, make sure you verify the integrity of the game cache in Steam especially if you pre-loaded the game and tried to start it as soon as it unlocked.You may have to verify the files twice to make it work! If that doesn’t work, there is another workaround. I am not sure about this fix but it has helped a few to get rid of the crash, so I think it’s worth of a shot.The game crash can be associated with the virtual memory size. You should increase your virtual memory page file size to fix the issue.Game crashes to desktop and reboot - Make sure you have latest patch for the game installed. It fixes these random crashes and loading issues. If you pre-loaded the game, make sure you verify the integrity of the game cache. You may have to verify the files twice to make it work!Blackscreen when launching thief - can be one of two things - is associated with the missing files of the game. Verify the game cache and re-verify if the need be to get it running.Make sure Windows pagefile is enabled (http://windows.microsoft.com/en-gb/w...#1TC=windows-7).Can’t Hear sound? No voices? (no, not the ones in your head) - Verify the integrity of the game cache. Download the language packs if need be. Make sure you have voices/music volume up in the sound settings of the game.You can also trying changing the advanced sound settings in Windows. Open Playback Devices, click on your Speakers and go to Properties. Now in enhancement levels, select CD/DVD quality and see if it helps.Thief won’t start? - Try logging into Steam after having logged out. It will help!Thief config tweaks - Disable motion blur - you will find relative file to edit in: Steam\steamapps\common\Thief\Engine\Config. You need to open the file by the name of “BaseEngine.ini” and then set the following values as such: "motionBlur=True" to "motionBlur=False""motionBluPause=True" to "motionBlurPause=False"Save the file and set it to "read-only".How to skip Intro Videos - Go to Thief\ThiefGame\Config and then Locate ThiefEngine.ini file and edit the following line"StartupMovies=PROG_GUI_Video.StartupVideoPlayer" to ";StartupMovies=PROG_GUI_Video.StartupVideoPlayer"Save the file and set it to "read-only".How to fix ‘Timed Fade’ option for HUD - While health, focus, inventory and ammo set to ‘Timed Fade’ option in game and HUD menu, the fade remains just 50% opacity. To fix this problem, go to ThiefGame\Config\ThiefUI.ini and find the lines- "mInvSelectionAlphaMin=XX" "mHealthAlphaMin=XX" "mFocusAlphaMin=XX" (XX being the default values) to "mInvSelectionAlphaMin=0.0f" "mHealthAlphaMin=0.0f" "mFocusAlphaMin=0.0f"Save the file and set it to "read-only".How to reduce Mouse Lag - The quick and easy fix to reduce mouse lag, run your game in Exclusive Fullscreen mode, go to graphic options and enable it. In case you don’t want to use this mode, then you must find BaseEndinge.ini and edit the following lines -"OneFrameThreadLag=TRUE" to "OneFrameThreadLag=FALSE"Save the file and set it to "read-only".Disable framerate smoothing - Go to Thief\ThiefGame\Config and then Locate ThiefEngine.ini file and edit the following lines"bSmoothFrameRate=TRUE" "MinSmoothedFrameRate=XX" "MaxSmoothedFrameRate=XX" (XX being the default values) to "bSmoothFrameRate=FALSE" "MinSmoothedFrameRate=0" "MaxSmoothedFrameRate=0"Save the file and set it to "read-only".Fix stuttering - can be done one of two ways -This tweak requires starting a new game, as changing the level streaming value will result in a crash upon loading if the save game file features a different level streaming value (such as starting the game with it on TRUE and changing it to FALSE along the way - switching from FALSE to TRUE will also result in a crash, so it's best to change this value only when starting a new game)! However, this should help eliminate both in-game and benchmark stuttering, as it does for the other games based on the UE3 engine.Go to Thief\ThiefGame\Config and then Locate ThiefEngine.ini file and edit the following lines -"bUseBackgroundLevelStreaming=XX" "UsePriorityStreaming=XX" "OnlyStreamInTextures=XX" to "bUseBackgroundLevelStreaming=FALSE" "UsePriorityStreaming=FALSE" "OnlyStreamInTextures=TRUE"Save the file and set it to "read-only".Improve texture streaming - Go to Thief\ThiefGame\Config and then Locate ThiefEngine.ini file and edit the following lines -"MipFadeInSpeed0=0.3" "MipFadeOutSpeed0=0.1" "MipFadeInSpeed1=2.0" "MipFadeOutSpeed1=1.0" to "MipFadeInSpeed0=0.0" "MipFadeOutSpeed0=0.0" "MipFadeInSpeed1=0.0" "MipFadeOutSpeed1=0.0"Save the file and set it to "read-only".Disable in-game fog - Go to Thief\ThiefGame\Config ThiefGame.ini and then find [Engine.WorldInfo] andgo to line 66And then change mbEnable=TRUE to mbEnable=FALSE and then save the file as read only.Reducing choppyness, aditional fix - Some users have reported that disabling Vsync the game is noticeably more fluid when compared to the default setting of double buffered.Game file hacks - (found on https://www.deadendthrills.com/forum/discussion/137/thief-tools-tweaks) 1. Goto Steam\steamapps\common\Thief\ThiefGame\CookedPCNG\ 2. Make a backup of thiefgame.u just in case 3. Download this utility: decompress.zip and unzip decompress.exe, put it anywhere. 4. Drag thiefgame.u onto decompress.exe you should now have a new thiefgame.u in \Steam\steamapps\common\Thief\ThiefGame\CookedPCNG\unpacked\ 5. Open \Steam\steamapps\common\Thief\ThiefGame\CookedPCNG\unpacked\thiefgame.u in a hex editor. (For example HxD) Disable Shroud and white flash - Goto Steam\steamapps\common\Thief\ThiefGame\CookedPCNG\Make a backup of thiefgame.u Download this utility: decompress.zip and unzip decompress.exe, put it anywhere.To disable shroud: Search for Hex-value: 00 00 00 00 00 00 00 00 00 CD CC 4C 3F 36 3D 00 Replace with Hex-value: 00 00 00 00 00 00 00 00 00 00 00 00 00 36 3D 00To disable white flash: Search for Hex-value: 3E 9C DE F4 3E 9C DE F4 3E CD CC CC 3E A4 3D 00 Replace with Hex-value: 3E 9C DE F4 3E 9C DE F4 3E 00 00 00 00 A4 3D 00Tweaking "in shadow" proxy light: - disabling this is not recommended, so I added tweaks to reduce the range of the light instead. Search for Hex-value: 00 00 00 00 00 B4 43 14 38 00 00 00 00 00 00 28 for half range (180), Replace with Hex-value: 00 00 00 00 00 34 43 14 38 00 00 00 00 00 00 28 for 1/4 range (90), Replace with Hex-value: 00 00 00 00 00 b4 42 14 38 00 00 00 00 00 00 28To Disable "in light" proxy light: Search for Hex-value: 00 00 00 00 00 96 43 14 38 00 00 00 00 00 00 28 Replace with Hex-value: 00 00 00 0A D7 23 3C 14 38 00 00 00 00 00 00 28Save and fire up the game. Dxtory and other tools not working - Fps monitoring/benchmarking tools cause the game to crash - For the time being, may I suggest that you try running the game without these tools. And if you have any fix of your own related to the issue, please post your finding.Trainer with NOCLIP mode - tbc
  18. +++ Announcing the Heart of Lone Salvation +++ Enjoy your extended weekend with this monster easter egg! Heart is a full-size Dark Mod FM, the third in the Thief's Den series in which you play Farrell. Story: Not heard from Sam since I turned down the Edridge job as too risky. Now I'm low on funds and have no choice. A gem called the Heart of Lone Salvation which they say brings good luck - but only once. Sounds foolish but who cares? Worth a fortune on the thieves' market if I can get inside Edridge Hall - and Lord Edridge is very wealthy. Sam knew him from the old days as a common lifter who made good when he found the Heart. It's a beautiful night - dank, cold; fog's rolling in; maybe Edridge's luck is about to run out. Must read: The Heart must NOT be destroyed until you have finished all your other objectives. If you have then sorry, it may be that you will have to noclip to finish the mission. Nobody, including myself, ever did it that way before. I'll have to find a solution and do an update in the future. SIZE: ALLOW 5 TO 6 HOURS PLAY FIRST TIME AROUNDPERFORMANCE: Players with low end machines should play this with low settings on Hard-LoPC [difficulty level] with fewer guards. You won't miss anything. I've played it on a 2GB machine with an old Geforce FX5900 card. Lag in some areas but tolerable.SECRETS: There are many 'secrets' in this FM. If you don't like secrets, [then to] turn off 'Found Secret' messages, create/add to autoexec.cfg in doom3/base a line:seta mvr_show_secrets 0In-Game FOG: Game characters may see through fog better than you. Take extra care.Player tools Slow Match: You have a slow match (smouldering splint) and a spare [match] important to this mission so don't lose them. Practice on any candle or torch that is not lit or just as a convenient light in a dark area. Ghosters can use it to relight extinguished flames. Use the drop control to put the match in your hands and move the match so the glowing end is close to the wick, etc. Press the 'Use' control to put the match back in your inventory bag.BODIES: You need space to shoulder a body as well as drop one so you may need to drag into an open area before trying to shoulder again with the 'use' control.NEW OBJECTIVES: New objectives go to the top of the list to make them easier to find. Sometimes more than one at once.BRIEFING: 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.Info: This mission was optimized and updated to version 2 by Bikerdude, a klot of bugs were quashed and performance improved through out the mission.
  19. Seems to be fixed in the latest update, all the objectives check correctly now
  20. mircea@linux-qz0r:~> objdump -p /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/darkradiant /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/darkradiant: file format elf64-x86-64 Program Header: PHDR off 0x0000000000000040 vaddr 0x0000000000400040 paddr 0x0000000000400040 align 2**3 filesz 0x0000000000000268 memsz 0x0000000000000268 flags r-- INTERP off 0x00000000000002a8 vaddr 0x00000000004002a8 paddr 0x00000000004002a8 align 2**0 filesz 0x000000000000001c memsz 0x000000000000001c flags r-- LOAD off 0x0000000000000000 vaddr 0x0000000000400000 paddr 0x0000000000400000 align 2**12 filesz 0x0000000000085048 memsz 0x0000000000085048 flags r-- LOAD off 0x0000000000086000 vaddr 0x0000000000486000 paddr 0x0000000000486000 align 2**12 filesz 0x000000000036b7b5 memsz 0x000000000036b7b5 flags r-x LOAD off 0x00000000003f2000 vaddr 0x00000000007f2000 paddr 0x00000000007f2000 align 2**12 filesz 0x00000000000b0a4a memsz 0x00000000000b0a4a flags r-- LOAD off 0x00000000004a3a30 vaddr 0x00000000008a4a30 paddr 0x00000000008a4a30 align 2**12 filesz 0x00000000000369f0 memsz 0x000000000003e310 flags rw- DYNAMIC off 0x00000000004d6c38 vaddr 0x00000000008d7c38 paddr 0x00000000008d7c38 align 2**3 filesz 0x0000000000000360 memsz 0x0000000000000360 flags rw- NOTE off 0x00000000000002c4 vaddr 0x00000000004002c4 paddr 0x00000000004002c4 align 2**2 filesz 0x0000000000000044 memsz 0x0000000000000044 flags r-- EH_FRAME off 0x00000000004108dc vaddr 0x00000000008108dc paddr 0x00000000008108dc align 2**2 filesz 0x000000000000f1e4 memsz 0x000000000000f1e4 flags r-- STACK off 0x0000000000000000 vaddr 0x0000000000000000 paddr 0x0000000000000000 align 2**4 filesz 0x0000000000000000 memsz 0x0000000000000000 flags rw- RELRO off 0x00000000004a3a30 vaddr 0x00000000008a4a30 paddr 0x00000000008a4a30 align 2**0 filesz 0x00000000000345d0 memsz 0x00000000000345d0 flags r-- Dynamic Section: NEEDED libwxutil.so NEEDED libxmlutil.so NEEDED libxml2.so.2 NEEDED libscenegraph.so NEEDED libmath.so NEEDED libwx_baseu-suse.so.3.0.4 NEEDED libwx_gtk2u_core-suse.so.3.0.4 NEEDED libwx_gtk2u_stc-suse.so.3.0.4 NEEDED libwx_gtk2u_adv-suse.so.3.0.4 NEEDED libwx_gtk2u_gl-suse.so.3.0.4 NEEDED libwx_gtk2u_xrc-suse.so.3.0.4 NEEDED libsigc-2.0.so.0 NEEDED libftgl.so.2 NEEDED libGLEW.so.2.2 NEEDED libX11.so.6 NEEDED libGLU.so.1 NEEDED libGL.so.1 NEEDED libdl.so.2 NEEDED libstdc++.so.6 NEEDED libm.so.6 NEEDED libgcc_s.so.1 NEEDED libpthread.so.0 NEEDED libc.so.6 NEEDED ld-linux-x86-64.so.2 RUNPATH $ORIGIN/../lib/darkradiant INIT 0x0000000000486000 FINI 0x00000000007f17a8 INIT_ARRAY 0x00000000008a4a30 INIT_ARRAYSZ 0x0000000000000548 FINI_ARRAY 0x00000000008a4f78 FINI_ARRAYSZ 0x0000000000000008 HASH 0x0000000000400308 GNU_HASH 0x0000000000404a00 STRTAB 0x0000000000414da8 SYMTAB 0x0000000000406480 STRSZ 0x000000000001b9a2 SYMENT 0x0000000000000018 DEBUG 0x0000000000000000 PLTGOT 0x00000000008d9000 PLTRELSZ 0x0000000000004b78 PLTREL 0x0000000000000007 JMPREL 0x00000000004804d0 RELA 0x0000000000431d68 RELASZ 0x000000000004e768 RELAENT 0x0000000000000018 VERNEED 0x0000000000431ab8 VERNEEDNUM 0x000000000000000d VERSYM 0x000000000043074a Version References: required from ld-linux-x86-64.so.2: 0x0d696913 0x00 30 GLIBC_2.3 required from libwx_gtk2u_stc-suse.so.3.0.4: 0x0cdb2640 0x00 25 WXU_3.0 required from libgcc_s.so.1: 0x0b792650 0x00 22 GCC_3.0 required from libpthread.so.0: 0x09691a75 0x00 18 GLIBC_2.2.5 required from libm.so.6: 0x06969189 0x00 28 GLIBC_2.29 0x09691a75 0x00 17 GLIBC_2.2.5 required from libwx_gtk2u_gl-suse.so.3.0.4: 0x0cdb2640 0x00 16 WXU_3.0 required from libwx_gtk2u_adv-suse.so.3.0.4: 0x0cdb2640 0x00 11 WXU_3.0 required from libwx_gtk2u_xrc-suse.so.3.0.4: 0x0cdb2640 0x00 10 WXU_3.0 required from libc.so.6: 0x06969194 0x00 26 GLIBC_2.14 0x0d696913 0x00 21 GLIBC_2.3 0x09691a75 0x00 09 GLIBC_2.2.5 required from libdl.so.2: 0x09691a75 0x00 06 GLIBC_2.2.5 required from libwx_baseu-suse.so.3.0.4: 0x0cdb2640 0x00 04 WXU_3.0 required from libstdc++.so.6: 0x0bafd178 0x00 31 CXXABI_1.3.8 0x0afd17f1 0x00 29 CXXABI_1.3.11 0x0bafd172 0x00 27 CXXABI_1.3.2 0x0bafd173 0x00 24 CXXABI_1.3.3 0x0297f864 0x00 23 GLIBCXX_3.4.14 0x02297f89 0x00 20 GLIBCXX_3.4.9 0x0297f872 0x00 19 GLIBCXX_3.4.22 0x0297f870 0x00 15 GLIBCXX_3.4.20 0x0bafd179 0x00 14 CXXABI_1.3.9 0x0297f861 0x00 13 GLIBCXX_3.4.11 0x056bafd3 0x00 12 CXXABI_1.3 0x0297f865 0x00 08 GLIBCXX_3.4.15 0x08922974 0x00 07 GLIBCXX_3.4 0x0297f871 0x00 05 GLIBCXX_3.4.21 0x0297f876 0x00 03 GLIBCXX_3.4.26 required from libwx_gtk2u_core-suse.so.3.0.4: 0x0cdb2640 0x00 02 WXU_3.0 mircea@linux-qz0r:~> ldd /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/darkradiant linux-vdso.so.1 (0x00007ffcec1e6000) libwxutil.so => /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/libwxutil.so (0x00007fa5ad06e000) libxmlutil.so => /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/libxmlutil.so (0x00007fa5ad063000) libxml2.so.2 => /usr/lib64/libxml2.so.2 (0x00007fa5ace9a000) libscenegraph.so => /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/libscenegraph.so (0x00007fa5ace60000) libmath.so => /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/../lib/darkradiant/libmath.so (0x00007fa5ace52000) libwx_baseu-suse.so.3.0.4 => /usr/lib64/libwx_baseu-suse.so.3.0.4 (0x00007fa5acc80000) libwx_gtk2u_core-suse.so.3.0.4 => /usr/lib64/libwx_gtk2u_core-suse.so.3.0.4 (0x00007fa5ac6e0000) libwx_gtk2u_stc-suse.so.3.0.4 => /usr/lib64/libwx_gtk2u_stc-suse.so.3.0.4 (0x00007fa5ac56d000) libwx_gtk2u_adv-suse.so.3.0.4 => /usr/lib64/libwx_gtk2u_adv-suse.so.3.0.4 (0x00007fa5ac3b4000) libwx_gtk2u_gl-suse.so.3.0.4 => /usr/lib64/libwx_gtk2u_gl-suse.so.3.0.4 (0x00007fa5ac39c000) libwx_gtk2u_xrc-suse.so.3.0.4 => /usr/lib64/libwx_gtk2u_xrc-suse.so.3.0.4 (0x00007fa5ac2db000) libsigc-2.0.so.0 => /usr/lib64/libsigc-2.0.so.0 (0x00007fa5ac2d2000) libftgl.so.2 => /usr/lib64/libftgl.so.2 (0x00007fa5ac29a000) libGLEW.so.2.2 => /usr/lib64/libGLEW.so.2.2 (0x00007fa5ac1e1000) libX11.so.6 => /usr/lib64/libX11.so.6 (0x00007fa5ac09c000) libGLU.so.1 => /usr/lib64/libGLU.so.1 (0x00007fa5ac046000) libGL.so.1 => /usr/lib64/libGL.so.1 (0x00007fa5abfba000) libdl.so.2 => /lib64/libdl.so.2 (0x00007fa5abfb4000) libstdc++.so.6 => /usr/lib64/libstdc++.so.6 (0x00007fa5abdd1000) libm.so.6 => /lib64/libm.so.6 (0x00007fa5abc8b000) libgcc_s.so.1 => /lib64/libgcc_s.so.1 (0x00007fa5abc70000) libpthread.so.0 => /lib64/libpthread.so.0 (0x00007fa5abc4e000) libc.so.6 => /lib64/libc.so.6 (0x00007fa5aba83000) /lib64/ld-linux-x86-64.so.2 (0x00007fa5ad1d6000) libz.so.1 => /usr/lib64/libz.so.1 (0x00007fa5aba69000) liblzma.so.5 => /usr/lib64/liblzma.so.5 (0x00007fa5aba34000) libgtk-x11-2.0.so.0 => /usr/lib64/libgtk-x11-2.0.so.0 (0x00007fa5ab5d7000) libgdk-x11-2.0.so.0 => /usr/lib64/libgdk-x11-2.0.so.0 (0x00007fa5ab51a000) libpangocairo-1.0.so.0 => /usr/lib64/libpangocairo-1.0.so.0 (0x00007fa5ab509000) libcairo.so.2 => /usr/lib64/libcairo.so.2 (0x00007fa5ab3d4000) libgdk_pixbuf-2.0.so.0 => /usr/lib64/libgdk_pixbuf-2.0.so.0 (0x00007fa5ab3ab000) libpango-1.0.so.0 => /usr/lib64/libpango-1.0.so.0 (0x00007fa5ab358000) libgobject-2.0.so.0 => /usr/lib64/libgobject-2.0.so.0 (0x00007fa5ab2fe000) libglib-2.0.so.0 => /usr/lib64/libglib-2.0.so.0 (0x00007fa5ab1cc000) libSM.so.6 => /usr/lib64/libSM.so.6 (0x00007fa5ab1c1000) libpng16.so.16 => /usr/lib64/libpng16.so.16 (0x00007fa5ab178000) libjpeg.so.8 => /usr/lib64/libjpeg.so.8 (0x00007fa5ab0f2000) libtiff.so.5 => /usr/lib64/libtiff.so.5 (0x00007fa5ab06f000) libnotify.so.4 => /usr/lib64/libnotify.so.4 (0x00007fa5ab065000) libwx_gtk2u_html-suse.so.3.0.4 => /usr/lib64/libwx_gtk2u_html-suse.so.3.0.4 (0x00007fa5aaf9b000) libwx_baseu_xml-suse.so.3.0.4 => /usr/lib64/libwx_baseu_xml-suse.so.3.0.4 (0x00007fa5aaf88000) libfreetype.so.6 => /usr/lib64/libfreetype.so.6 (0x00007fa5aaec4000) libxcb.so.1 => /usr/lib64/libxcb.so.1 (0x00007fa5aae97000) libGLX.so.0 => /usr/lib64/libGLX.so.0 (0x00007fa5aae65000) libGLdispatch.so.0 => /usr/lib64/libGLdispatch.so.0 (0x00007fa5aadad000) libgmodule-2.0.so.0 => /usr/lib64/libgmodule-2.0.so.0 (0x00007fa5aada7000) libXfixes.so.3 => /usr/lib64/libXfixes.so.3 (0x00007fa5aad9f000) libatk-1.0.so.0 => /usr/lib64/libatk-1.0.so.0 (0x00007fa5aad73000) libgio-2.0.so.0 => /usr/lib64/libgio-2.0.so.0 (0x00007fa5aab90000) libpangoft2-1.0.so.0 => /usr/lib64/libpangoft2-1.0.so.0 (0x00007fa5aab77000) libfontconfig.so.1 => /usr/lib64/libfontconfig.so.1 (0x00007fa5aab2c000) libXrender.so.1 => /usr/lib64/libXrender.so.1 (0x00007fa5aab1f000) libXinerama.so.1 => /usr/lib64/libXinerama.so.1 (0x00007fa5aab1a000) libXi.so.6 => /usr/lib64/libXi.so.6 (0x00007fa5aab05000) libXrandr.so.2 => /usr/lib64/libXrandr.so.2 (0x00007fa5aaaf8000) libXcursor.so.1 => /usr/lib64/libXcursor.so.1 (0x00007fa5aaaeb000) libXcomposite.so.1 => /usr/lib64/libXcomposite.so.1 (0x00007fa5aaae6000) libXdamage.so.1 => /usr/lib64/libXdamage.so.1 (0x00007fa5aaae1000) libXext.so.6 => /usr/lib64/libXext.so.6 (0x00007fa5aaacc000) libpixman-1.so.0 => /usr/lib64/libpixman-1.so.0 (0x00007fa5aaa1f000) libEGL.so.1 => /usr/lib64/libEGL.so.1 (0x00007fa5aaa0d000) libxcb-shm.so.0 => /usr/lib64/libxcb-shm.so.0 (0x00007fa5aaa08000) libxcb-render.so.0 => /usr/lib64/libxcb-render.so.0 (0x00007fa5aa9f8000) libfribidi.so.0 => /usr/lib64/libfribidi.so.0 (0x00007fa5aa9da000) libthai.so.0 => /usr/lib64/libthai.so.0 (0x00007fa5aa9cf000) libharfbuzz.so.0 => /usr/lib64/libharfbuzz.so.0 (0x00007fa5aa8fd000) libffi.so.8 => /usr/lib64/libffi.so.8 (0x00007fa5aa8f1000) libpcre.so.1 => /usr/lib64/libpcre.so.1 (0x00007fa5aa862000) libICE.so.6 => /usr/lib64/libICE.so.6 (0x00007fa5aa844000) libuuid.so.1 => /usr/lib64/libuuid.so.1 (0x00007fa5aa83b000) libzstd.so.1 => /usr/lib64/libzstd.so.1 (0x00007fa5aa786000) libjbig.so.2 => /usr/lib64/libjbig.so.2 (0x00007fa5aa776000) libmspack.so.0 => /usr/lib64/libmspack.so.0 (0x00007fa5aa761000) libexpat.so.1 => /usr/lib64/libexpat.so.1 (0x00007fa5aa72d000) libbz2.so.1 => /usr/lib64/libbz2.so.1 (0x00007fa5aa70c000) libbrotlidec.so.1 => /usr/lib64/libbrotlidec.so.1 (0x00007fa5aa6fe000) libXau.so.6 => /usr/lib64/libXau.so.6 (0x00007fa5aa6f9000) libmount.so.1 => /usr/lib64/libmount.so.1 (0x00007fa5aa6b4000) libselinux.so.1 => /usr/lib64/libselinux.so.1 (0x00007fa5aa688000) libresolv.so.2 => /lib64/libresolv.so.2 (0x00007fa5aa66e000) libdatrie.so.1 => /usr/lib64/libdatrie.so.1 (0x00007fa5aa665000) libgraphite2.so.3 => /usr/lib64/libgraphite2.so.3 (0x00007fa5aa642000) libbrotlicommon.so.1 => /usr/lib64/libbrotlicommon.so.1 (0x00007fa5aa61f000) libblkid.so.1 => /usr/lib64/libblkid.so.1 (0x00007fa5aa5ec000) mircea@linux-qz0r:~> find /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/debug.xml /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/patchthickendialog.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/patchcreatedialog.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/readableeditor.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/objectiveconditionsdialog.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/lightinspector.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/fonts /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/fonts/FreeMono.ttf /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/fonts/FreeSans.ttf /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/lightinspector.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/camwnd.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/exportasmodeldialog.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/particleeditor.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/objectiveconditionsdialog.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/overlaydialog.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/aboutdialog.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/addpropertydialog.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/findandreplacedialog.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/addpropertydialog.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/renderpreview.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/filterdialog.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/conversationcmdeditor.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/conversationeditor.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/objectivecomponentsdialog.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/camwnd.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/missioninfoeditdialog.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/modelselector.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/conversationdialog.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/conversationdialog.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/missioninforeadmedialog.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/stimresponseeditor.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/exportasmodeldialog.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/difficultyeditor.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/conversationcmdeditor.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/missioninforeadmedialog.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/difficultyeditor.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/aboutdialog.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/findandreplacedialog.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/particleeditor.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/patchinspector.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/objectiveseditor.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/objectiveseditor.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/filtereditor.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/modelselector.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/conversationeditor.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/objectivecomponentsdialog.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/entityclasschooser.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/missioninfoeditdialog.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/stimresponseeditor.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/patchthickendialog.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/readableeditor.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/patchinspector.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/overlaydialog.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/entityclasschooser.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/filtereditor.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/renderpreview.fbp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/filterdialog.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/ui/patchcreatedialog.xrc /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/commandsystem.xml /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/input.xml /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/menu.xml /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/darkradiant.desktop.in /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/gl /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/gl/zfill_vp.glsl /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/gl/zfill_fp.glsl /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/gl/interaction_fp.glsl /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/gl/interaction_vp.glsl /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts/init.py /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts/test.py /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts/commands /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts/commands/shift_textures_upwards_randomly.py /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts/commands/ase_export_blend.py /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts/commands/patchsplitter.py /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts/commands/shift_textures_randomly.py /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts/commands/ase_export.py /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts/commands/select_all_models_of_type.py /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts/commands/test_targets.py /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts/commands/example.py /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts/commands/check_for_invalid_visportals.py /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts/commands/export_obj.py /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts/brushtest.py /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts/dialogtest.py /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/scripts/patchtest.py /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/_quadratic.bmp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/cmenu_add_light.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/sr_icon_light.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/sr_icon_target_reached.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/textureMode16.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/textureApplyToSelection16.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/pointLight32.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/active_layer_invisible.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/select_mousescale.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/view_cameratoggle.bmp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/icon_texture.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/model16green.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/iconConsole16.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/select_mouserotate.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/sr_response_inherited.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/objectives16.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/snap_rotation_pivot.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/stopwatch.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/curve_insert_points.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/logo.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/cmenu_add_model.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/icon_colour.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/sr_response_inactive.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/icon_int.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/icon.bmp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/farClipOut.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/_scratch.bmp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/media-playback-stop.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/sr_icon_invite.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/brush_flipz.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/sr_icon_healing.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/arrow_s24.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/sr_icon_timer.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/_flat.bmp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/textool_select_related.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/cmenu_convert_static.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/scalelockz.bmp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/treeView16.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/refresh.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/monsterclip16.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/patch_weld.bmp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/brush_flipy.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/sr_icon_magic.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/player_start16.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/icon_color.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/texwindow_uniformsize.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/textool_merge.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/brush_rotatez.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/sr_icon_flash.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/scalelocky.bmp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/icon_skin.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/curve_create.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/cap_cylinder.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/media-playback-pause.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/view_show_speakerradii.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/noFalloff.bmp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/logo_old.bmp /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/selection_selectinside.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/sr_icon_knockout.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/icon_classname.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/tex_flipt.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/selection_csgmerge.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/brush_rotatex.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/rotation_pivot_origin.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/farClipIn.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/modify_faces.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/darkradiant_icon_64x64.png /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bitmaps/file.png 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/archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/i18n/Makevars /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/i18n/LINGUAS /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/i18n/POTFILES.in /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/lib /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/games /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/games/darkmod.game /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/games/quake3.game /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/games/prey.game /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/games/doom3.game /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/games/doom3-demo.game /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/games/quake4.game /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/games/xreal.game /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/bin/darkradiant /archive/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/user.xml mircea@linux-qz0r:~/Games/Quake/TheDarkMod/DarkRadiant_GIT/build> cat config.h /* Core module file, e.g. "libradiantcore" */ #define CORE_MODULE_LIBRARY "libradiantcore" /* Project version */ #define PACKAGE_VERSION "2.10.0" /* Defined if this is a relocatable build */ #define ENABLE_RELOCATION /* Locale directory */ #define LOCALEDIR "/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/share/locale" /* Package library directory (e.g. /usr/lib/darkradiant) */ #define PKGLIBDIR "/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/lib64/darkradiant" /* Package data directory (e.g. /usr/share/darkradiant) */ #define PKGDATADIR "/home/mircea/Games/Quake/TheDarkMod/DarkRadiant_GIT/install/share/darkradiant" /* HTML directory (e.g. /usr/share/doc/darkradiant) */ /* #undef HTMLDIR */
  21. My new mission, A Night in Altham, is available. We are already up to version 2! @Dave the Tafferfound an problem that deserves a fix, so here is version 2: https://www.dropbox.com/scl/fi/y4r1dmziuq6clh2im3qz1/altham2.pk4?rlkey=m3cv5v6v70lxbc9xha61nuxoj&dl=1. I will ask @nbohr1more to update the databases. Thanks to JackFarmer (alpha testing and custom ambient music) and the many beta testers (jaxa, Shadow, wesp5, Cambridge Spy, thebigh, datiswous, Mezla, MirceaKitsune, Melchior, Acolytesix, TheUnbeholden, prjames, Bergante). Thanks to @peter_spy for his beautiful Builder Compound assets. This is a large mission, so be ready to take some time. I recommend that you do named saves occasionally (I actually implemented auto-saves for this mission, but it was causing crashes on Linux, so I removed it). This mission has a lot of keys, so it implements a key management mechanism. Keys are removed from the game when no longer needed. This includes when you use a key to open a door, or if you pick a door/lock that also uses a key. Most keys are automatically removed, but there are a couple that aren't (for example, if they open up more than one door). In a certain area, this mission uses the Keyhole Peek feature of TDM. Typically, this is when you lean forward (F key) into a door keyhole and you can see into the next room. But in this case you don't lean into a keyhole. It's a hole of another kind. It's an unconventional use of something that isn't used a lot in TDM; hopefully the mission context will make it clear when to use it. The mission does not use Keyhole Peek for regular doors. Be aware, there is a known problem on Linux, where the peek feature can cause a crash. Peeking is not required for mission completion. This has been tested on TDM 2.11a and the current dev build of 2.12 (dev16854-10518). Scary things warning: Difficulty settings make a difference. Things that are affected by the difficulty level: Enjoy!
  22. Just wanted to say thank you for this install script. Made life easier! I'm new to the dark mod (but not to thief) and have just set up my steam deck to try it whilst away for a few days. Looking forward to some portable sneaking!
  23. Summary Greetings dear friends! To celebrate the tenth anniversary of the release of my FM, I have published a (hopefully) worthy update to it. Version 2 of my FM called "Sneak & Destroy" uses many new features that have been added to TDM over the years, fixes numerous bugs that were overlooked at the time, but the FM still remains true to the original one. So if you had problems playing this FM lately, if you never played this FM or if you wish to revisit a tiny but lovely part of the TDM history, this update is for you! Download the latest version via the in-game downloader and celebrate the past 10 years with me together! Improvements Visual improvements to city area and interior rooms Enriched the scenes with additional audio Fixed critical bugs that were introduced as TDM was updated Added triggered Conversations for NPCs Added EFX support to all areas Changed multiple aspects of the map in terms of better gameplay and progression Corrected and inserted new writings in books and notes Reduced amount of loot necessary to end mission Added lantern and looking glass to inventory Made use of new particle effects to enhance visual quality Screenshots Credits Thanks go to: bikerdude for being on call to bugfix and improve the map with me Dragofer for pushing ideas for scripting things jysk, Baal & datiswous for finding even the tiniest bugs Springheel for reintroducing me to DR after almost 10 years with his tutorials Greebo for working on the newest tools to update my rusty FM Grayman – I hope I made you a little bit proud Have fun! SeriousToni - 12.04.2012 - 17.11.2022
  24. Could somebody update the article about the lightgem? 1. Add a sentence that a red frame around the lightgem indicates that it is at maximum intensity. (see https://bugs.thedarkmod.com/view.php?id=6525) 2. Remove the lingering quotation mark after "Stealth & Shadows". Update: Dragofer added a sentence about the red frame in this edit, but the orphan quotation mark is still present.
  25. For the FM? For beta 1 it's here: https://drive.proton.me/urls/H1QBB04GA0#oBZTb1CmVFQb I've already done around 100 fixes though, so you might want to wait for beta 2 which should be ready in a couple of days hopefully. All links are in the first post of the beta thread here: https://forums.thedarkmod.com/index.php?/topic/22439-the-lieutenant-3-foreign-affairs-beta-testing/
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