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  1. ooh my bad . "Peeking through door" is a poor choice of word to describe "poking your head around the door to see what is inside the room" . Ultraviolet(UV) thief detection powder is designed for theft detection and the identification of stolen or altered items but i think it's too advanced for an era in which TDM is taking place.
  2. There's no conflict there, though. If you're aiming at the belt-purse, you loot the purse. If you're aiming at the body, you shoulder it. Just like you do in Thief. Shouldering is the most common action when you're deciding what to do with the body, not with the items it's carrying.
  3. To me shouldering is not the most likely action. What about getting items from corpses or looking up their name using snatcher's improvement? And what about food, is the player forced to eat it automatically now?
  4. The "external argument about exact duration" is not removed with double click. There is a setting in OS preferences for setting double-click speed, is there not? The challenge of setting the exact duration is the same for both long-press and double-click frob. Therefore, the confusion is not removed with double click. I tuned the long-press frob to be somewhere between "unintentional long-press frob" and "it being too sluggish." Early player feedback guided the current default value of 200ms -- it was originally 300ms. During more play testing, if players are having trouble, the default can be increased and tested. We need to follow the data from actual play testing. The player can adjust the tdm_frobhold_delay cvar to their liking as well. It's more likely that a player will hold frob while moving an item, because for most items, nothing different or bad happens. It's less likely that a player will unintentionally double-click frob an item during pick up, because they know that would cause them to drop it. Therefore, players are more likely to discover long-press frob to extinguish than double-click frob to extinguish, which is a good thing. We want the player to discover it (if they didn't read the manual or play the tutorial mission). Also, long-press frob is used in other games, such as Fallout 4. Getting double-click frob to extinguish to work well along with drop item would be troublesome, because there would always be a double-click delay before a single-click drop initiates. Long-press frob does not have a drop issue, because the player can long-press frob until they see the candle extinguish or quick-press frob to instantly drop it. To be clear, long-press frob also "does not change existing controls, only adds new meaning for" a longer frob press. This long-press frob proposal has already been play tested and agreed to be a good control scheme by several players. Double-click frob would need new code written, would need to be play tested, and would need to be fine tuned based on player feedback. Another rewrite of the code would be a distraction and may not bring us closer to the goal of "providing a better experience for new players as well as longtime players," especially since one has already been found and proven: long-press frob. For longtime players who are not satisfied with this new control scheme, "tdm_frobhold_delay 0" restores TDM 2.11 behavior. After 7 months of player research, code experiments, early player feedback, adjustments, rewriting code, and more player feedback, I believe long-press frob is good enough, given all of the compromises, imperfections, and its iterative design. It solves the problems stated in the proposal on the first page, and its design goals are met.
  5. We will look at some of this stuff, but SPOILER tags, please!!!
  6. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  7. I've been wanting to post this topic for many months now. It's a continuation to ideas I posted a while back, regarding my wish to create a total conversion for TDM, adding a cyberpunk theme alongside the original steampunk world. The reason for making a new thread is that I have a plan laid out by now, but will need help from the community with it. I wish to know how many people would be willing to help out, so that I may know whether I should start laying out the foundation of this project. I will explain exactly what I plan to do in the form of a FAQ below, so that I can easily cover every aspect. This is going to be long, so make sure you have some time before diving into it! If you want to go straight to the points about what I require and skip the rest, read the titles in red which cover the essential paragraphs. What is this all about?The idea is in part inspired by one of the favorite games in my childhood, DeusEx - The Conspiracy. I used to spend weeks playing through it every few months, drawn by its adventurous story and its dark yet appealing environments. Since the last few years, it's been a dream of mine to create a FOSS cyberpunk stealth game with RPG elements, that would be entirely unique (similarly to how TDM is unique from Thief) yet have the same feel and atmosphere I loved about it (once again like TDM has the same atmosphere as Thief). My earliest thoughts were on trying to achieve this in Xonotic, which is a GPL licensed arena-type shooter I've been a long time contributor to. Of course I eventually abandoned the idea... mostly given that Xonotic has no features for single-player mechanics, such as saving / loading or any kind of AI except bots treated as real players. Then more than two years ago, I finally discovered The Dark Mod. After playing it for some time, I quickly realized it's by far my best option to making such a project come true. Why The Dark Mod, instead of building the game from scratch? It was designed to be a steampunk stealth game after all!The first reason why I want to use TDM as a basis is that it already has every crucial mechanic I need, in terms of AI and interaction and world programming. It does of course lack a lot of the features I ultimately hope to include, although most are optional and I could attempt scripting them at a later stage... for now little to no game code chances would be required. The most significant features are the AI (very advanced and intelligent), carefully balanced gameplay plus other common ideas, as well as the mapping system with its intelligent area portals. It should also be considered that while I'm usually a competent contributor, I'm terrible when it comes to programming something from the ground up, so there's no other way this could happen as a FOSS project unless I hire an entire team. The project aims to be a stealth game that works the same way after all, so why not? To exemplify what I mean: You can open DarkRadiant and build a medieval town with a tavern, then add a guard patrolling the tavern with a bow and a sword. In the conversion, you'll be able to build a futuristic city with a club, and have a guard patrol that club with a knife and a rifle. In both cases, the AI will do exactly the same things with equally correct results: The guards take the same patrol routes, chase after the player the same way, vocally alert one another in the same fashion, and search rooms and hiding spots as efficiently once the player disappears from view. There is no "medieval patrol style" versus "futuristic patrol style", the choices and decisions are exactly the same! The only considerable difference will be the assets and animations and settings. The second reason is that I'm a fan of the idTech engines as well as gtkRadiant based editors. idTech 4 is in fact one of my favorite engines in the line, due to how intuitively it was designed at its core and how much it pulled off during its day. Its only problem is that it hasn't had as many developers forking and modernizing it, unlike idTech 3 with say Daemon engine (for Unvanquished)... that is of course not its fault, and in part due to being open-sourced much more recently in comparison. How exactly would the mod work? Are you thinking of creating your own TDM fork?I don't plan to create an actual fork of TDM, which would be impossible to maintain on my own and only divide the community and its efforts. My plan is to create a mod that will run on top of vanilla TDM, adding new content without affecting any of the existing functionality. The mod would be distributed as one or many pk4 files, which are simply dropped into the main directory next to the stock pk4's! Its assets will be grouped under the mod's own name, so that they're always distinguishable from the normal ones... just like every default component is listed in a "thedarkmod" directory inside DarkRadiant, they would be listed in a "howeverthiswillbecalled" group. Once you have the pk4(s) of the mod inside your TDM installation, normally download any mission using them it in order to play it! So missions will be able to use entities and assets from both stock TDM and this mod?My plan is to allow that, and nothing should prevent maps with mixed assets. Keep in mind however that I ultimately want the mod to be independent, and encourage relevant missions to only use textures and entities included with it rather than a mix! If you take out every single stock TDM asset (excluding md5anim's which will be reused) the mod will be expected to work on its own. Will the new assets also be non-commercial?Unlike vanilla TDM, I don't wish to include any CC-*-NC and CC-*-ND assets with the mod. That's primarily because I find them limiting, and feel that they ruin the openness of the project. Is there a name for the mod yet?I've been thinking about it but haven't fully decided so far. I want it to be something familiar and related to TDM; Initially I wanted to call it The Dark Modern, but that sounds rather silly. The name I'm considering now is The Dark Machina, which retains familiarity with TDM and is also more theme relevant... further suggestions are appreciated. What is the benefit for the community? Why should anyone put any effort into this?The project is targeted to everyone in the TDM community who alongside a steampunk stealth game, would enjoy a cyberpunk stealth game of equal or greater visual fidelity... with exactly the same base gameplay and core functionality, but an entirely different world and atmosphere. The project will be publicly available on a Git repository of its own (most likely Gitlab), and anyone will be able to easily install it on top of vanilla TDM. Simply put: If you help and things go according to plan, you'll have a triple-A scifi game inspired by the look and feel of the DeusEx series, just as you currently have a triple-A game victorian game inspired by the look and feel of Thief. What do you need help with exactly? What would others have to do?Obviously I'm not asking others to do the work for me. But at the same time, it's not something I can just go ahead and do on my own either! For this reason I've come up with a plan, which would allow contributions to happen gradually whenever someone willing to dedicate their time to helping adds something new. This is mainly a call to existing TDM developers, who know best how to export and define new assets. If the project takes off, based on the answers I get in this thread, the starter plan is as follows: I will be creating two Git repositories. One will be the official repository of the mod, which will contain assets in working format and condition... the other will contain images, sounds, blend files, and other resources in their native format. This will include freely licensed assets I find on the internet, which I will hand pick and tweak to make sure they're in the readiest state possible, then sort them in a way that's easy to work with. Most will be taken from http://opengameart.org and http://www.blendswap.com and I'll likely use a few things from Xonotic altogether! The assets included in this repository are to be exported and / or converted to TDM compatible formats, then included in the real mod repository. A list will be maintained in order to keep track of which assets have already been ported. Every ported asset can be issued as a pull request, or sent to me personally in case the contributor doesn't have access to the Git service that will be used. The rigging, exporting, and conversion processes are what I require the community's help with! As far as models textures and sounds go, no new content will need to be created... I plan to use freely licensed resources which are already available and plenty, enough to create a full mod out of. Obviously I'll be doing some of the exporting and definition writing myself, but since there will be so much new content I can't do it all on my own... unless I dedicate every waking hour of my life to it for over an year, which would be more than I can handle TLDR: I'll be compiling a repository of game-ready assets, such as textures and models and sounds. Anyone who wishes to help is only asked to pick them up, adjust the TDM specific necessities (exporting to md5, creating material definitions, etc) and publicize the results for inclusion. So no new content is going to be needed?For the most part, no. There is only one exception to this rule: Voices. As they're something TDM specific, they have to be created to match the world and what's happening in it. They are however not a priority, and can happen at a later stage in the project. Until then we can live with a few cyborg troops saying things like "in the name of the Lord Builder, you shall go to the gallows, you heretic" Other than that, I will eventually want to add new functionality. Including a Minecraft type inventory system, computer chips the player can install into their suit or body in order to gain enhancements (modules / augmentations / whatever), and most importantly a re-implementation of the interactive touchscreens in Doom 3. Those are however even more distant needs in comparison, and not what this thread will focus on at this point... I plan to look into such once I'm sure there are enough contributors to be certain this is happening altogether. What do you need done for each type of asset explicitly?Here is a list of every new asset type the mod is going to introduce, and the steps I estimate to be required for each: Characters: I will be offering the blend files of all characters scheduled for inclusion. They will contain the mesh, textures, as well as the rig that the character comes with (if available). Steps to be taken include: Rigging the character to the TDM animation skeleton after using the original rig for initial posing (including face rigging), generating the shadow mesh, making sure polygon count is within acceptable limits, and finally exporting to md5. Lastly, generating and tweaking the character definitions (stats, team, social status, voice, etc) and the material definitions for the character's textures, which should be all that's needed for the model to become a working character. Notice: I'll be preparing a blend file containing the simplified / optimized TDM rig in order to ease the process, including the face rig which I remember had to be extracted from existing characters. Models: A similar process would be needed with static models and simple entities: They will be distributed as blend files which include the model and texture, and need to be exported to ase / lwo, with entity and material definitions in place. Textures: Most will likely be distributed as jpg and png, and will need to be converted to dds and tga. The material definitions will need to be created as usual. Sounds: Will be distributed as wav or ogg, which normally don't need to be converted. Sound definitions need to be created however.As far as specific TDM functions go, this is how I intend the modifications to work per component: Weapons: The plan is to keep each weapon the same in terms of purpose and functionality, and mainly modify the models animations and sounds. The same core code will therefore be used by each, but new entity definitions should be made in order to not affect maps using the existing items while the mod is installed. Menu: When a mission intended for the mod is installed, the main menu will use different textures and a different background song... no modifications to the entries or functionality will be made otherwise. I'm uncertain as to how this can be achieved, although it is lower on the priority list.What will be the modern equivalent of existing TDM items, as well as new content?Like I said, I plan to keep the functionality and purpose roughly the same, at least for a while. Therefore items will serve the same goals, and work almost exactly like the existing ones in TDM... it will be basically the names and appearances that change. The important replacements I currently have planned include: Weapons: Blackjack becomes Police Baton or Taser. Sword becomes Knife. Bow becomes Crossbow or Sniper (arrow types and behaviors unchanged). Items: Lantern becomes Flashlight or Keychain Light. Telescope becomes Binoculars. Compass remains Compass. Snake and Triangle lockpicks become Physical and Electronic lockpick (mechanical doors are unlocked with the first, electronic doors with the later). Potions become Medkits, Syringes, or special types of enhancements.As far as completely new content goes in regard to items and entities, here is a rough list so far: Books & Notes: Alongside the existing books and notes, laptops / smartphones / tablets will be added. They are unrelated to future plans for interactive screens, and simply refer to new types of visuals for readable items found throughout the world. Lighting: The replacement to existing candles and torches will mostly consist of desk lamps, particularly neon and LED based ones. Characters: A similar structure of factions will be followed, compared to the existing guards + thieves + civilians + beggars + nobles. In this case the main categories will be: Police (ideally different suits for various units), gang members (once again different clothing for each gang), with modern looking civilians of various classes. There will also be entirely new outfits covering jobs existent in modern times, such as scientists or industrial workers. Robots: The existing code behind the Steambot will be used to implement multiple kinds of security drones patrolling an area. Especially in early stages before new scripts are considered, they can have the same function of only sounding an alarm when the enemy is spotted. Props: There will be various modern props added throughout the world, depending on what content I find. This will include: Flaming barrels for poorer areas, futuristic cars and bikes parked on the sidewalks, televisions that play videos (in case itTech 4 allows video textures), and the list goes on.Closing thoughts:First of all, thank you for reading this enormous post, regardless of whether you wish to support the project or not. This is something I've dreamed of creating for a while now, and I really hope at least a few artists out there are willing to support it! Please leave your thoughts if you want, as well as voting on the pool so I can more easily estimate the help I may expect.
  8. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  9. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  10. Took a short break from the old block out to make some loot items:
  11. After some feedback, I changed the candle and lantern behavior to pick up on frob and extinguish on long-press frob. Candle holders without candles required a long-press frob to pick up. That didn't feel right. Pros of this change: More consistent: frob always picks up items, candles, and bodies. Long-press acts like a special action: drag for bodies, extinguish for candles. Bonus: long-press frob to extinguish feels like pinching out a candle. @AluminumHaste Could you please update the build again?
  12. Weird, when I tried applying the patch, 2 items failed. SysCvar.cpp and Player.cpp. Says rejected patch hunks
  13. I've never done that with limbs, just items. Do you regularly do that? Does anyone?
  14. I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (v1.0.2-release): https://drive.google.com/file/d/1HYvM_u56wDB16uIlb7qgS_q3P24V69MO/view?usp=sharing Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. For 'Hard' and 'Expert' the light gem sensitivity has been increased by '1' (meaning easier for AI to detect you). Screenshots:
  15. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
  16. This was an absolute trip, I went in blind and expected neither the quality nor the quantity. Easily one of the best I´ve played. Made it out with 4630 loot and no idea what to do with those special items, so time to read some spoilers.
  17. ============================================================== Title: Hidden Hands: The Anomaly Filename : hhta.pk4 Author: Jack Farmer Date of release: 01.05.2021 (version: 1) - 08.05.2021 (version 2) 16.03.2022 (version 3) EFX: Yes Version 2 available via the DM mission downloader (see subsequent post below for changes) Mission does not run under 2.08 due to missing new core assets - please update to 2.09 ============================================================== Hidden Hands series: I - Initiation II - Vitalic Fever III - The Lost Citadel IV - The Anomaly ============================================================== Jack Farmer: mapping & drafts Amadeus: revision/editing of all texts for readables, narration and dialogues, design consultation ("The walls are ugly!"...and your were right! ) Joebarnin: consultation for a custom script enabling a crucial in-game event Dragofer: consultation for custom scripts and S/R events, extraction & prefab packaging of Sotha's robots, bug fixes Destined: consultation for custom scripts and...fixing JacK's wrong custom scripts! Very special thanks go out to Geep for updating the Wiki helping me to solve several GUI problems within -literally - seconds! Beta testers: Joebarnin (lead) ate0ate Zerg Rush wesp5 datiswous Voice actors (in order of appearance): Malasdair The Thief AndrosTheOxen Jonus New Horizon Desmond Pilfered items: - portal sky with trees originally developed and arranged by Dragofer for "Down By The Riverside" - fireflies originally developed by Bikerdude for "Alberic's Curse" - floating boat set up (this time used for a different..."object") originally developed by Bikerdude for one of his missions - robots originally developed by Sotha for "Ulysses: Genesis" - new electric door move sound based on one of Sotha's robot sounds - selected cave architecture originally developed by Johannes Burock taken from the abandoned WIP thread - waterdrops sound taken from freesound.org produced by nicstage - custom machine sound taken from freesound.org produced by deleted-user4401185 - forest at night taken from freesound.org produced by felix-blume - machine3 sound taken from freesound.org produced by lupalenzuela - tape-deck-startup taken from freesound.org produced by soundjoao - electric-zap-electricity taken from freesound.org produced by wakerone - static_stylophone_a taken from freesound.org produced by inspectorj - steady-machine-with-hum taken from freesound.org produced by craigsmith - radio_noise taken from freesound.org produced by inspectorj - chain-rustling taken from freesound.org produced by nathanmanaker - wind_turbin taken from freesound.org produced by dommygee - selected guitar_feedback taken from freesound.org originally produced by oymaldonado - stream-water-c taken from freesound.org produced by inspectorj - mic-feedback-fx-short-mid-2 taken from freesound.org produced by chimerical - megaphone-feedback taken from freesound.org produced by deleted-user-2104797 All other new fx sound created by Jack Farmer using a Korg M1 synth, kitchen equipment and his weird voice All new ambient tracks produced and mixed by Jack Farmer sometimes with additional ambient sound samples originally produced by gigagooga Briefing video by SirSmokeALot --------------------------------------------------------------------------------------
  18. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  19. What an absolutely fantastic mission, guys! The dark world (which I call it) was truly stunning, and very creative. The atmosphere there was really captivating. I actually found the inside of the Leicester manor in the city to be the least interesting, though the surrounding streets were top notch. Great use of readables to tell the story, especially the precursor tablets. Finished first playthrough missing about 1K in loot. Went back to scour for more and found quite a bit, but still missed just over 200. So I resorted to the loot cheat and discovered something interesting. I did miss a few coins and a goblet, but 185 of the loot I was missing is, to my knowledge, unobtainable. I also managed to get two secrets: I also noticed by seeing someone's stat screen that their loot max is 8715. Mine is 8935. I realized that I play version 1.0 while the 1.1 has been updated in the first post. Can someone please tell me what loot items have been altered between the versions? I'm asking because I made a loot list, and I'd hate to double check every item over again to know what has changed. Possibly some of the "unobtainable" items mentioned above have been removed? Thanks again!
  20. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  21. Hello how many remakes are there since i have a different layout then i see back on other places like youtube. eg the vault is direct behind the entrence door. and the buy page has many items ? And the objects are all equal now? i realy can not find that obvious teller safe key.
  22. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  23. In the latest build dev16256-9358, the code for holding objects and dragging unconscious bodies has been changed. It is possible to switch between the old and the new code (e.g. to compare them) using cvar: "tdm_drag_new 1": use new code (the new default). "tdm_drag_new 0": use old code (was the only option in TDM 2.09 and before). With the new code, there are three modes of dragging/moving objects: Moving items (candles, apples, crates, etc.) around in normal/"messy" mode. Moving items around in "silent" mode. Dragging bodies (ragdolls = articulated figures). The long-standing problem with moving items was that it was very hard to stay silent. An object could instantaneously reach high velocities from minor mouse movements, colliding with surrounding objects, sending them to fly all over the room and produce noise. Regular noise from bumping into the table/wall when you push an object into it was also a problem. As the result, grabbing something from a table was risky and required a lot of concentration. The new code keeps item velocity bounded, so even if it collides something, it should not cause too much chaos. Also, if you push an item into floor/table, it won't cause continuous noise anymore. The silent mode is the radical solution to the noise problem. When you move object in silent mode, it does not produce any noise and does not push surrounding objects at all. So you can be sure you won't attract nearby guards and won't topple nearby candle. However, there is a cost too: if the manipulated item is blocked by something, you won't be able to move it. For example, if a crate has a candle on it, you won't be able to move crate vertically unless you remove the candle. So while this mode can be very convenient, it is not intuitive. We have not come to conclusion about usefulness of the silent mode yet, so there is a cvar which controls when silent mode is enabled: "tdm_drag2_rigid_silentmode 0": never use silent mode. "tdm_drag2_rigid_silentmode 1": use silent mode if creep button is pressed. "tdm_drag2_rigid_silentmode 2": use silent mode when run button is not pressed. "tdm_drag2_rigid_silentmode 3": always use silent mode. Feedback is welcome As for dragging bodies, this is an entirely different mode. The new code should make it a bit smoother and more natural. For example, if you try to push a body into a wall/floor, you will see horrible convulsions with the old code. The new code does not have this problem. Another issue happens when you try to lift the body up. With the old code, it feels as if the body is stickied to the floor with magnets. The new code is more physics-based, and you won't have problem with lifting torso, head, and arms off the floor, although you will never have enough force to lift whole body and keep it in air.
  24. EDIT: These mods are now part of the TDM Modpack. --------------------------------------------------------------------- Hi, In this topic I merge two topics that have been recently discussed: Fast doors (Topic: Slam doors open while running) Loot animations (Topic: Interaction with objects) Since the two mechanics share common libraries I merged them into a single download so that we can use them both at the same time. The set of files provided should work in any mission except: Snowed Inn by Goldwell & Kingsal Hazard Pay by Kingsal Shadows of Northdale ACT II - Down The Rabbit Hole by Goldwell Noble Affairs by Goldwell Missions above will play fine though, since the scripts they contain will override any stock or custom content. The only downside of all this is that previous saves will not work when you add the new files. You must start new missions from scratch. Consider yourself warned --------------------------------------------------------------------- FAST DOORS Credits: Idea and programming by Obsttorte. Treatment by snatcher. Description: Doors (and other items in the category) open and close faster when running. LOOT ANIMATIONS Credits: Originally found in the Noble Affairs mission by Goldwell. Programming by Obsttorte. Treatment by snatcher. Description: (From Obsttorte) "It basically moves the loot and other items towards the player a bit before putting it in the inventory upon frob, thus underlining the impression of actually taking it the way it was done in the Dishonored games. And yes, it is a script I've created at request by Goldwell." I further adjusted the script a little: Instead of moving the items towards the center of the screen, items are moved towards the body for best effect. The animation is a tad slower for best effect. Please note the download also includes the "frob_loot" sound found in the Noble Affairs mission. I find this sound fits extremely well the new animation. --------------------------------------------------------------------- DOWNLOADS AND INSTALLATION Download, unzip and move contents to your TDM folder. I recommend using a Mod Activator. --------------------------------------------------------------------- I hope someone shares a video showcasing these new additions. I am not into video editing, sorry. Thanks everyone mentioned in this post for their ideas, content and support. Much appreciated. Cheers! --------------------------------------------------------------------- Changelog: v3: Fast Doors: Removed the dependency with "tdm_mover_doors.def" to prevent breaking some missions. v2: Loot animations limited to loot that has some monetary value. Loot animations removed from paintings to avoid some errors. v1: Initial release FrobActions_Script_v3.zip
  25. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

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