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  1. With TDM 2.12, after the credits finished, the "Mission Complete" screen did not display. I found that the screen was black and I could hear my footsteps when I tried to move around. I think the reason for the mission not completing successfully was that the "Do not kill or harm allies" objective was never marked as "1 = STATE_COMPLETE" instead it was left as "0 = STATE_INCOMPLETE". Note, I didn't use noclip throughout the mission. Same as: https://forums.thedarkmod.com/index.php?/topic/18054-fan-mission-the-accountant-2-new-in-town-by-goldwell-20160509/&do=findComment&comment=458491
  2. How about using TDM automation framework (and maybe pcem/qemu)? More info see: https://forums.thedarkmod.com/index.php?/topic/19828-automation-features-and-discussion/
  3. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  4. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  5. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  6. Just to add a few cents, since I recognize what you're saying. I had a few things in mind in the quote of mine that you're referring to. First is that I actually scripted a full campaign the purpose of which was to introduce our world and some evocative lore, The Dark Campaign. It treads a fine line between the two poles you're talking about. It doesn't introduce much more lore than it needs to for the story and leaves lots of things open, or hints at larger things, but the story is also intentionally scripted to give FM makers a base in lore to make their own FMs from. So I was first talking about getting out this big cache of lore I'd already compiled & extended for that project. Second, my mind about canon is that it organically grows from FMs in a way ... how to explain it ... sort of like the way the Bible was constructed. There were a lot of texts saying a lot of things, but the generally recognized community leaders recognized the texts and facts that had the most authenticity and authority and canonized them. FM stories are like folk legends then. An FM should feel free to come up with whatever lore it wants for itself. So now it has a kind of folk lore status. But it doesn't become canon unless it's recognized, so that you can keep the good stuff and throw out the slush. Third, the context of what you were directly quoting wasn't me proposing an official declaration of canon like a Lore Bible. What I had in mind there was a coffee table lore book as its own stand-alone art project, where the same rules above apply. It's lore, but only what's recognized as canon from it should deserve any status of canon. (Another wrinkle, people can disagree, and you can have schools of thought, which I like the idea of.) Fourth, maybe most important, all of this meta-talk doesn't really mean much. What matters is having texts right in front of you (I'm using the term "text" as a shorthand for any artifact, a readable, a map, a convo, etc.) and going piece by piece and having a discussion, well, does this deserve to be canon, all of it or part of it or it needs to be translated. The best example in our community for this kind of thing is the Thief Mapping Project and the canon debates involved in that. A Dark Mod Lore Project might look something like that thread with one major difference, which is that it wouldn't only be debating canon out of existing texts, it would be debating canon in the creation of the texts themselves. So there has to be an inspiration element to it. Somebody is going to have to tap into the spirit of the world and get some kind of inspiration from it, write out what that inspiration tells them, and then it will be up to others, the recognized canon gatekeepers, to recognize if it's the "true inspiration" of a prophet or the ramblings of a false prophet or some of it looks inspired and some of it looks false. And then the debates can go from there. My point there is, the debate is probably more important and interesting, as an artistic and fun project in itself, than the answer. But the nice thing is it also ends up with an (evolving) answer that we can use as lore. Like with the Thief Mapping Project. The great achievement of that isn't so much the map itself, but the 100 page thread debating why it looks like it looks, and then the map is just the final form of all that debate. This shows one of the major differences, by the way, between a company just tossing out lore for entertainment sake (which probably doesn't mean much to us, since we can't trust they really love their own world) and a community pounding out the lore based on discussion, shared understandings, and mutual love for this world and this game (which really means something to us). I agree it shouldn't be the kind of project that crushes a world's mystery with the blazing antiseptic and unforgiving light of reason. But it should also try to come up with the "right" answer. The Mapping Project is a good reference again. Another good reference is the kind of debates medieval scholars had for that matter. They weren't doing real "science" like we think of it today. They were trying to be precise, but mysticism was built right into the middle of it as well. And again, there can be different schools that take different tacks, and that's great. tl;dr: Less meta-talk, more lore debate. We can talk forever about the theory of it until we're blue in the face, and it still doesn't matter. Let's just start laying out proposed lore and start talking about it and see where it takes us. That's my proposal for this thread.
  7. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  8. To cater to both audiences. I mentioned LibreGameWiki as one example. nbohr1more mentioned other uses. Explicitly allowing reuse and spread will help TDM reach a wider audience and would hopefully attract more volunteers. More volunteers which can help improve both TDM versions. There are several benefits for a project of being in the Debian repo. One is that TDM Debian-users can report defects on any package directly to Debian (no need to register on separate forums). Debian may then fix the issue themselves (in their "TDM-libre" package) and will offer the patch upstream to TDM, who can then choose to accept or reject the patch. I envision "TDM-libre" to have the same capability of downloading any mission as regular TDM. The only difference is that "TDM-libre" would come packaged with the regular engine (which is GPL+BSD) and an included mission that has libre media/gamedata. When I play TDM by myself, I want the unlimited-play and can accept commercial restrictions. But if I were to promote it somewhere, or charge for a stream when playing online, or make a video, I would want a version without commercial restrictions (and can temporarily accept limited-play) to make sure I don't violate anyone's copyright. Perhaps. That's what I'm trying to find out.
  9. I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
  10. TDM has tons of textures from "free" texture resources that do not allow redistribution and cannot be incorporated into a commercial project. Someone would need to create a huge replacement pack of textures that do not break the look of existing missions and do not infringe on the copyrighted textures. Also, many artists who contributed to this project do not want 3rd party entities to use their work in commercial projects. They intended the models, textures, sounds, animations to be exclusively used for Darkmod content. You would either have to replace ALL assets or contact every contributor and ask them to re-license their assets. Many contributors are no longer active with the project and haven't visited the forums in years so it would be no easy feat. I cannot speak to Debian policy but I think that they treat installers that add non-free content the same as non-free content itself. One could argue that Steam is such an installer but I guess Debian would counter that there are a few fully Libre games on Steam. I think Debian, Ubuntu, or Linux Mint need to consider a repo that allows for games (etc) that include non-libre content but intentionally offer this content for free to the community with no stipulations other than "don't try to sell it as a product".
  11. The gamepad implementation allows for a great degree of flexibility to personalize settings, aside from a few minor issues that I mentioned here: https://forums.thedarkmod.com/index.php?/topic/22337-gamepad-bindings/ I would say that playing TDM with a gamepad works very well, especially considering that it was implemented as experimental and hasn't been changed since then. If I could, I'd go back to 2021-you and congratulate you on buying that gamepad. I notice that your DarkmodPadbinds.cfg looks very different from mine...
  12. It seems like more and more "thief" and "thief players" is becoming a short hand to dismiss community members earnest desire to improve the game - which happens to be a barely legally distinct "thief style" game which was made by thief fans for thief fans and is "designed to simulate the stealth gameplay of Thief". Who is the predominant player base of the game supposed to be beyond fans of the thief games? Is there some better avenue to find feedback for the game beyond this forum? FOSS and linux forums? I have seen maybe half a dozen posts from that segment. I am a thief fan, I play thief fms, my association with those games is what drives me to play and make things for this game. Are we supposed to pretend the original games are not a huge reason why most of us are here at all? TL;DR version:
  13. Recently, about a month ago, @demagogue mentioned the following in another discussion: While we're at it, someone really needs to write an official history of the Empire and a lot of associated fanfic to give our world backstory. And someone ought to make an art book with screenshots across all our FMs and some story, as if it were like one of those travel photo books. Something people put on their coffee table for discussion and just to flip through for fun, or in your case actually make the things. I see the idea you're talking about as something along those lines. I even promised demagogue I might look into it in the future. All of this got me thinking... We know The Dark Mod does not have a strict canon, per se. There's Bridgeport and The Empire, a few other cities, there's notes on what technology, society and the fantastical elements of this setting are, what the various typical "factions" are and how they vary greatly, what the atmosphere and tone is like, and so on and so forth. However, the rest of the things are far more nebulous and are generally down to what an individual player or fan of TDM is willing to accept as potential canon. We had the references to cities (Braeden) or minor setting elements (the mandrasola drug, etc.) throghout multiple missions by unrelated authors, and those are just the simplest of examples. In short, what constitutes as TDM canon, beyond those fairly official basics, is quite maleable. With all of the above in mind, and taking demagogue's ideas into account, I think we could compile a rough, loose history of the overall setting. It doesn't need to be obsessively filled with details, but we could give people some vague idea of what happened in the last two thousand or so years before what we generally portray as the "present day" of the TDM setting. I think we already have plenty of interesting source material to work with, if our goal is to create a rough timeline/outline of The Empire's history, the Builder church's history, and hints at what the history of the world outside of The Empire has been like (also counting with possibly biased accounts, in-universe). Now, speaking about that source material, what do I actually consider as source material ? Technically, every mission or nearly every mission made for TDM could be potentially considered source material. However, I am a little bit more picky about this. I think the closest we have to an established, "hard canon" for the game's universe, is a lot of the above-mentioned source material, and that occurs primarily in two places: In the two or three official missions that come with the basic TDM install (Training Mission, A New Job, The Tears of St Lucia), and in the main Universe articles on the TDM wiki. These are going to be my primary source for compiling the history, chronologically and otherwise. In addition to the official-as-official-gets missions and official universe notes, I am also willing to include stuff from all fan missions, if it expands the history of the setting in interesting, but reasonable ways. If the premise of a mission clearly doesn't fit the rest of the setting directly or is quite jokey, then I won't consider it a reasonable enough source for a potential addition to "canon". Why would demagogue suggest we should compile such a more detailed background history ? Personally, while I don't mind the idea, I am also fine with keeping things as they currently are. At the same time, I have noticed the number of people who come to the forums, clamouring things like "Where's the sprawling story campaign ? Where's the sprawling background story of the setting ?". Less of the latter thankfully, more of the former, for understandable reasons. Still, it seems that a lot of newcomers to TDM, especially those with pre-conceived notions from their time playing Thief (or other fantasy games), seem to want more from the overall setting than just the missions and mission series we have. Honestly, I'm torn on this. I've always been an elliptical storytelling style guy. Less is more. A hint here, a hint there, a throw-away comment there... Some games try to overdo it with super-detailed lore and the results can be... questionable and grating. Part of why I'd prefer that, if we do compile more of a broadly accepted "canon" for TDM's setting, then it should still be accepted in that "broad" way. I.e. it is soft and maleable enough that it does not tie mission-maker's hands, with regards to missions and stories set in the past, present and potential future of the TDM setting. A lot of players think they know what they want if they want a detailed setting, but more often that not, it just ends up with things being overexplained and losing their "charm" and a reasonable degree of mystique. After all, even die-hard Thief fans should acknowledge one thing: Thief didn't try to explain everything. Far from it ! The entire trilogy was very fond of elliptical storytelling, with hinted-at stuff and loads of unexplained stuff and references. I think TDM should keep with that, even if we potentially expand the "hard canon" parts of TDM's canon. Not stuff like "in this or that year, William Steele was born", but certainly stuff like "from the 4th to 7th century of its existence, the Empire was ruled by this or that dynasty, in a unique tetrarchic set-up", and similar.
  14. Thanks! 1) Doing LONG_PRESS PAD_A (what I, for lack of knowledge, call "jump-mantle" or "_jumpmantle") differs from doing PRESS PAD_A ("_jump"). "_jumpmantle" differs from "_mantle", so they must be mapped to different button-calls. "_jumpmantle" differs from "_jump", so they must also be mapped to different button-calls. This appears to be the case, but it is not evident (or changeable) in DarkmodPadbinds.cfg. "_jumpmantle" seems to be hard coded to always connect to the same button as "_jump" but with a long press. It is as if bindPadButton PRESS PAD_A "_jump" is not actually just binding PRESS PAD_A to "_jump", but rather interpreted as "link PAD_A (regardless of button press time) to behave exactly like keyboard SPACE for short and long presses". I would have expected the default DarkmodPadbinds.cfg to explicitly read: bindPadButton PRESS PAD_A "_jump" bindPadButton LONG_PRESS PAD_A "_jumpmantle" bindPadButton PRESS PAD_B "_crouch" bindPadButton LONG_PRESS PAD_B "_mantle" ... but neither LONG_PRESS PAD_A or "_jumpmantle" is listed in the file. If there are actions "_jump" and "_mantle", I suppose there must also be an action "_jumpmantle" since it is possible for the player to do all those movements: * "_mantle" does the movements "crouch on the high surface, then stand up" * "_jumpmantle" idoes the movements "jump slightly forward, then land standing on the high surface" * "_jump" idoes the movements "jump up, then land exactly where you started" If the actions "_jump" and "_moveup" are not synonymous, then perhaps the action "_moveup" is what i call "_jumpmantle"? 2) Thanks for the link! It was useful in more than one way. I'll link to that page from https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings#Gamepad_Default_Bindings if I can get an account on the wiki, which proved more difficult than i thought (https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/). However, it does not answer my question how to find out the name ("<button>") used for a button on my gamepad. Basically, I would need to press the button on my gamepad and some program could tell me "That button is called 'PAD_A'". In my case, I have a gamepad "Logitech F310" (https://commons.wikimedia.org/wiki/File:Logitech_F310_Gamepad.jpg) which has a "Logitech button" (see image) that I want to use. I was hoping to find out the "button name" for that button and then edit DarkmodPadbinds.cfg to map it to a function. 3) ... but if that button has an "unusual name" that TDM does not recognize, then it may perhaps not work. E.g. if that button is called "PAD_LOGITECH" and TDM cannot recognize that name, then I cannot map anything to it via DarkmodPadbinds.cfg. Using QJoyPad I can map any keyboard key to it instead, as a workaround, but I cannot map MODIFIER to it (since MODIFIER cannot be set to a keyboard key). If current implementation is still called "experimental", then I must say it works very well; @cabalistic: kudos for that! I may not have continued playing TDM had it not worked with a gamepad.
  15. This is a 10/10 mission for me, I love exploring large mansions in Darkmod and honestly, not having ten maids wandering around while constantly muttering to themselves was a nice change of pace. The creepy atmosphere ensured that it was still a very tense experience. Great level design and well written lore.
  16. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  17. I am going to sort-of reveal that this is loosely like the nature of my upcoming mission. I noted it here when JackFarmer asked about things that are coming along in this post: https://forums.thedarkmod.com/index.php?/profile/37993-jackfarmer/&status=3943&type=status It too is a builder church. The player is requested by a hopefully famous character in another mission to handle some business that is affecting the congregation. I am looking to invoke some info and history laid down in other missions as a hook story.
  18. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  19. The current working title is just The Dark Campaign. If you want a little backstory, the idea of this campaign was to introduce all of the major districts and factions of Bridgeport, and give a lot of lore about what's happening in the city and the world. So in that sense it's meant as a kind of ... not official campaign, but the kind of campaign laying down a lot of lore, faction, and setting information on which people can build FMs. But then the story started taking on a life of its own. The concept is the Empire is at war with their neighbors Menoa. In this world, Menoa is an Islamic or Ottoman-like empire counterpart, the Ghazis, to the Catholic-like Builders. (I understand the more official concept of Menoa is different, but either my concept is just different or I'd pick some other empire to do the job.) At the start, the Menoans have Bridgeport surrounded in siege, with constant flaming boulders periodically raining down. So our protagonist Khursand is Pakdamani, which is a counterpart to Persian Zoroasters, with his homeland now fully occupied & harassed by the Menoan Ghazis, although his family has already lived in Bridgeport for several generations, also harassed by Builders but at least not killed or forced to convert (yet). So he's kind of a natural opportunist, no friend of either side, but he speaks both languages of the Empire and Menoans and is willing to work with whoever pays. So the first mission, Shadow of Opportunity, opens with the Menoan district of Bridgeport, where Khursand lives, being walled up into a kind of ghetto to contain them. You've got Menoan friends that want you to help their resistance from the inside, starting with you getting some city plans to the army outside. But as you're getting out, one of the guards they paid off double-crosses you and turns you into the Bridgeport forces. But rather than just executing you, the general gives you the alternative option to work as a double agent on their behalf to bring back intelligence on the Menoan army and do some sabotage on their behalf, which you don't have much choice but to accept. (They're also holding his uncle that raised him hostage.) The next mission has you making contact with the Menoan army and already trying to please both sides in a dangerous tightrope walk, and the story goes on from there.
  20. I created the page: https://wiki.thedarkmod.com/index.php?title=Lightgem In the source I placed the following text: <!-- Page text made by forum user Fiver: https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/&do=findComment&comment=491145 --> Personally I think the page isn't really necessary because the info is already present under HUD.
  21. One of the first custom missions I've played, the level design here is outstanding and is easily one of the best Thief missions I've played. Levels were big and sprawling but never too confusing. Good level design made completing objectives feel natural. The lore seemed pretty good though I'm not big on reading in-game lore, and I really enjoyed finding loot (I think I only found around 1/3 of the available loot, which is insane). Great job! I encountered one glitch, the guard in that little booth near the water, I took his keys and turned off the camera and he became stuck in the doorway. I had to reload a save and steal everything and leave quickly to stop the glitch. Just thought it might be worth mentioning but it wasn't a big deal.
  22. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  23. In the first post of the other topic Geep proposed: Then Stgatilov's answer: But I think applying subtitles in different languages shouldn't be too hard I would think, but I don't know how the current translation system works. The engine should apply the correct subtitles based on the applied language setting, this doesn't need a whole new language system I think. Not sure who's going to write those subtitles though. I can only do Dutch and English and nobody needs Dutch I think. I suggest further discussion of this to take place in topic https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/
  24. Creating a new thread for this as it was being discussed in an old beta-testing thread starting here: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/&do=findComment&comment=490751 I suppose the main questions are: when should this spawnarg be used, if at all? why was it introduced in the first place? Can we get it documented properly on the Wiki so misuse isn't propagated? @stgatilov @Dragofer
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