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  1. 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.
  2. 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
  3. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  4. 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".
  5. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
  6. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
  7. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  8. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  9. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  10. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  11. 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. :-)

  12. I disagree a little, as I think you are right as far as the likely dynamic in vanilla Thief/TDM, but since the discussion is about stealth games in general I am not sure this is entirely true. It probably does cause players to try and avoid detection and other risk in games, but the idea is when it occurs the player must then engage with the detection/combat mechanics or at least weigh this against significant progress loss. This understandably sounds like a bad compromise to those players who are not interested and typically always just quickload when this sort of thing kicks off. This is kind of the loop in the modern wolfenstein games - when the player is discovered you go loud so to speak and it works (Especially in New World Order) because that side of the game holds up really well (it also lets you quick save and the encounters are short with generous autosaves so restarting does not come at risk of significant loss of progress). In vanilla thief/TDM this experience is likely to be miserable in the most common scenarios in the game, so forcing players to engage with it seems like a mistake. If you want players to engage with the detection/combat loop making it fun is my mind a more successful approach than restricting a players ability to save (I think Hazard Pay also does this relatively well in the enemy design, which is another reason why I think it works and why we should not be closed off to this avenue for designers). But I do think it is a way to get more players to engage with a different side of a game, or at least those that would typically just quickload to reassert their typical play style instead of using the quickload as a means to experiment with the game as you describe.
  13. Interesting - sorry to hear you having an issue with the mission - as far as I know the game loads pretty much every reasource into memory when the map itself loads so not sure what would accumulate over a play through like this, so I wonder if it is an issue with some scripting in the mission getting stuck in a loop or something. Is the console throwing out any errors of note? Presumably you are on 2.11 with no mods installed? Mind giving me a run down of your system specs, os, graphics settings so I can see if I can replicate the issue? Alternatively you can upload a save game and I will taker a look myself.
  14. Correct. The problem is how lights that go through a wall and intersect another room will always render in that room as well, rather than just the room where their origin is located. Using the areaLock spawnarg stops this and binds the light to its room, but this brings the situation in the opposite extreme as it now cuts off against every portal. What I'm proposing is something in between that would be a lot more logical, a selective areaLock if you will: The light renders in the room where its origin is present, as well as other rooms it intersects but only if its bounding box is also intersecting at least one open portal leading to that other room. This would ensure the light operates only in spaces it's logically able to access and doesn't leak out or bother calculating anything outside, without cutting off in front of open portals in exchange. All the light needs to do is loop through the portal surfaces of its room of origin, check if its bounding box touches any portal, if it does then include the room behind that portal, loop through the portals in that room next to see if any of those are intersected, repeat until all portals in all rooms touched by the light have been calculated. The light radius is a box and portals are 2D surfaces, the calculation would be very simple and light on the CPU if done in the right order with according loop breaks. Here's a simplified version of the function used to calculate intersections, obviously needs adapting to proper C++ notations and the actual variables the engine works with: // self.mins is the starting position of the light's bounding box (bottom-left-back vertice) // self.maxs is the ending end of the light's bounding box (top-right-front vertice) // portal_vertices is an array containing the positions of all vertices of this visportal surface bool light:check_intersection(vec3d[] portal_vertices) { for(int i = 0; i < length(portal_vertices); i++) { vec3d v = portal_vertices[i]; if(v.x >= self.mins.x && v.x <= self.maxs.x && v.y >= self.mins.y && v.y <= self.maxs.y && v.z >= self.mins.z && v.z <= self.maxs.z) return true } return false; } This function would be called in a per-portal loop. Rooms typically don't have more than 5 or 10 portals, and the vast majority of portal faces are rectangles so just 4 vertices to check intersection against... the whole check should be cheap enough to run on the living room digital clock without lagging If I'm not missing something obvious here I'll prolly post this one on the bug tracker too so the idea doesn't get lost now that we found it. It hits two birds with one stone: A cheap performance optimization for all lights, and a way to fix those pesky wall leaks and truly make this irradiance patch viable.
  15. No. The Aeden's staff optional objective is the hardest of the game. To point out directions here, though, is getting into an area of heavy-duty spoilers ... so I'm constrained in my response just as I was constrained in my responses to the "endless keyhunt" complaints because to show the rather simple direction would be a huge spoiler. So I had to bite my tongue and take it. Aeden's staff is different, though - harder. I've never tried a no-KO ghost playthrough. Because I'm clumsy and have slow reflexes. I think it might be possible to do a stealth no-alerts playthrough. Are you allowed to KO? I think I've gotten the staff a few times in my playthroughs without alerting the builders in that room. The only switchable lights in the FM are table lamps. The cylindrical style wall lamps aren't extinguishable. The other fire and gas wall lamps are extinguished by water. In the Ox all waiters and commoners in the common room and outside are friendlies - except for the waitress in the upper lounge which is filled with enemies. You need water arrows. Moss arrows. Rope arrows. I've never used a gas arrow in a playthrough of the FM but one would make things easier, for sure. I'm going to replay the area and check through the locations that you mentioned - the loop etc. - then if it's OK with you I'll PM you with some info, tho' I'll ask you if you want the info first. So's not to spoil it for others who get that far in the game (few and far between!). I find it almost impossible not to click the "reveal spoiler" tags and read the info ... and, y'know, spoilers do spoil the real deal.
  16. Hey, I'm trying to update to 2.05 but the updater is stuck in a loop. It will check my local 2.04 files and then download tdm_update_win.zip (1.5mb). However, when I click Restart, it starts the process all over again. I've tried renaming the folder to no effect. The game is not installed in Program Files or any secure folder. The updater worked fine when I updated to 2.04 when it was released (on the same machine).
  17. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  18. Trying to bring this thread back to the original topic. Had ChatGPT 4 generate ideas for a game. I chose 7-day roguelike because it's supposed to be simple enough. I would like to participate in the 7-day roguelike contest. It's a game jam where you make a roguelike game in 7 days - some preparation before that is allowed, you can have some basic framework etc, but the main portion of work is supposed to be done within the 7 days. Therefore it favors games with simple systems but good and original ideas. Some of the games contain "outside the box" design that stretches the definition of a roguelike. Please give me an idea of a 7-day roguelike that I could create. Be specific: include the overall themes and topics, describe the game world, overarching abstract ideas (what is the goal of the player, how does the game world works, what makes it interesting...) and specifics about gameplay systems. Describe how it relates to traditional roguelike games or other existing games. This is really not bad and after some simplification I could actually see it work, though I don't know if the mechanic is interesting enough. I had it generate two more. One was not roguelike enough (it was basically something like Dungeon Keeper), the other was a roguelike-puzzle with a time loop: you had to get through a procedurally generated temple with monsters, traps and puzzles in a limited amount of turns, and after you spend those turns, you get returned to the beginning, the whole temple resets and you start again, trying to be more efficient than last time.
  19. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  20. How To Easily Loop Ambient Music & Sound Effects 1) Open sound file in audio editor The first thing you want to do is open up the sound file in your editing program of choice. I personally use Goldwave as my editor of choice but what you need to do here should be possible in any audio editing software. 2) Fade out the last 5 seconds and cut Take the last 5 seconds of the audio file and fade it out, it should fade from 100% to 0% and then cut that faded 5 second section 3) Fade in the first 5 seconds Fade in the first five seconds of the song, this time from 0% to 100% 4) Mix Now mix the faded out 5 second outro with the faded in 5 second intro. Basically this just mashes the two together and should create a seemless sound when looped 5) What to do if it sounds wrong? Sometimes the 5 second fade in/fade out time isn't good and you need to change it. For some ambient songs I do 2 seconds or 10 seconds, just be sure to carefully listen to what sounds best and through trial and error you will eventually find that happy middle ground where the song loops and there is no obvious change to the end user. The only important thing is that whatever time you choose to fade by the intro and the outro must match exactly that otherwise things could sound a little funky and off. Another optional thing to do is if the start of the song now sounds incorrect to you from the mixed clip of the intro/outro, you can always move the starting point of the song around so for example if you want the song to start at 10 seconds because it sounds better to you then simply cut from 10 seconds through to the end of the song and then paste it at 0 seconds. Listen to the connecting parts to make sure everything sounds right and then thats it. You should have a looping sound effect / ambient music without any obvious change in the song.
  21. Hello TDM-ers. I am encountering an issue where textures seem to partially disappear. I tried searching the forums, but, I don't know what to search for. The missing textures are a worldspawn brush acting as a roof with {for now} flat iron texture. There are other worldspawn brushes right below to create an attic ceiling with roof framework board texture. These gaps appeared a few edits ago. I can't "undo" to get back before whatever edit did this. The gaps are only visible during play and are not visible during editing. Closing and reopening DR and TDM do not fix anything. Some of the brushes overlap in areas behind the play area but I have never seen an issue doing that. The attached image has the effect I am now seeing. Ideas on where to start debugging this? Very much appreciated. Clint
  22. Ah, I guessed as much and already tried to revert the scripts to the last patch. Sadly it seems as if I made a manual change before playing the mission which is now lost and I can't remember what it was! The logs say nothing and it can't be a loop because if I start the mission from scratch everything works fine...
  23. Perhaps you have a infinite loop in one of your scrips? Infinite loops can cause freezes. But I also thought the script parser was able to caught those? Btw I don't remember ever having, Doom 3 in this case, freeze because of changing a def file (or even a script?), the worse it could happen is crash the game or cause ingame bugs but I'm not absolutely sure on this.
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