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  1. Hey @CrustyCircuits Welcome to the forums! I'm really glad you like the mission, thank you for playing Since other players have answered, I'll just say that it is definitely not a bug! Also, so other players don't accidentally get spoiled would you mind editing your post so that it uses spoiler tags. Thanks, hope you enjoy the rest of it!
  2. Just so this is available in a stickied place https://forums.thedarkmod.com/index.php?/topic/20384-video-introduction-to-dark-radiant-for-new-mappers/
  3. Ah thank you fpr so much input on FMs that use scripted sequences and on the creation process. I remember doing some main character voice sets when I was building my FM, but those didn't evolve NPCs, so I only had to record it (actually a helpful member of the forums did it - thank you @betpet) and write a shader. I read through the wiki and saw that there is a convenient tool for creating NPC dialogues, that at least from the looks of it doesn't really seem to be that much work considering the huge benefits those conversations are able to give to an FM's atmosphere and story telling. However somehow I never noticed some FMs you were mentioning. The Accountant is a very nice example of how you can use NPC dialogues or even to give new objectives ingame without text boxes or books. I will make sure to check the other FMs as well. Thank you for all your suggestions! What is your opinion on making "pre-defined" conversations? Would it make sense to have some audio files available for mappers to setup custom conversations? I remember in the game Half-Life NPCs had some kind of stock material for random chatter in the way of "Question from NPC 1 -> Answer from NPC 2". For TDM there could be audio material for each of the current voice sets and mappers could set up small conversations apart from the automatic monologues we currently have for NPCs. So a big chuck for generating dialogues would be erased (recording and normalizing speeches and creating their shaders). To try to keep them non-repetive for multiple FMs these pre-recorded lines could be like in Half-Life where each chunk of a dialogue can be interchangeable with the question -> answer setting. I think this would make it easier for mappers to create a little variety with NPCs and make them more lifelike without a big hassle. What do you guys think?
  4. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  5. I notice that the Issue has been Fixed. Can I ask which fix was implemented? Also, one of the comments by duzenko in the bugtracker mentions this thread: https://forums.thedarkmod.com/index.php?/topic/20365-script-string-length-128-workaround/&tab=comments#comment-446786. I don't have access to this thread for some reason. Is it important that I read this thread? If so, I'll need access. Thanks
  6. freyk


    A more recent topic about this, see https://forums.thedarkmod.com/index.php?/topic/18701-subtitles-in-intro
  7. Hello everyone! I started playing The Dark Mod a few days ago and I'm pretty sure it's one of the best open-source games available, so naturally before even installing it (after reading reviews and seeing screenshots and videos) I was asking myself: Why isn't this more popular?? Sure, immersive sims are a bit of a niche, but some of them have a large number of raving fans recommending them everywhere 20 years after release - I see people recommending System Shock 2 and Deus Ex on sites like reddit at least once per month even though I don't watch gaming discussions a lot. Why aren't they recommending The Dark Mod just as much? What's different here? In my first post here as a random nobody, I will criticize TDM, and I'm aware that it may come off as arrogant. I'm doing it because I'd love TDM to be more popular and well-known and I believe that looking at it with fresh and naive eyes (although after 20 years of gaming and with a little coding and 3d graphics experience) might provide some value in this case. I'm strongly convinced that the key to not only retain new players and convert them into raving fans, but also for various potential media efforts to work well (including being on Steam, which as I understand it is still possible, although not planned right now) is overall polish and first impressions, which is an area where I consider TDM to be lacking the most. From the beginning I played TDM with a notepad open, writing down everything that I saw as an issue, especially those that seemed realisticly fixable. I'd like to contribute somehow, so I see this as a first step, perhaps I'll be able to do more in time. Here it is: Starting missions. I see this as one of the most important things, because nearly everyone will play any levels you include in the installation first and see them as an showcase of what TDM has to offer. Being thrown into a mass of missions to download with no easily reached information on their quality and limited other information is confusing and annoying. The best solution would be a complete high quality campaign, but that's not realistic. A good solution would be to fix issues that are present in the currently used levels and bring them up to date with best current practices. I don't remember having problems with the first mission, but I encountered several in both the training mission and The Tears of St. Lucia. By the way while the training mission is quite plain in some places, I believe that the concept of training on your own is good and I don't think it would have to be remade completely (as I saw someone saying around here). A better solution would be to do the above and also select and include say top 5 missions (could be done by community voting) that are great in both the concept and execution, technically up to date and with varying themes. If better missions come out, there can always be another vote and a different set of missions integrated in the next release. Mission browser. The fact that the game has to restarted to play a new mission is annoying. But the bigger problem is that the game doesn't tell me that or why that is anywhere. How do I play a new map? Oh, I'm supposed to install it? But it's already installed, I just downloaded and installed the game and it says that the map is already included...? A tooltip explaining this shown after first launch would help, perhaps also using a different word than "install". Missions have varying quality, sometimes simply because they were made for an older version of TDM when the state of the art was a bit different. Allowing voting and sorting by popularity would help tremendously. A featured most recently added mission could be shown by default, so that they have a chance to get ratings. A possibility to flag missions as being bugged in the current release would also be great. There are some weird clunky behaviors. The most annoying I've noticed is that only one thing can be downloaded at once, so when a mission is downloading and I try to open the description of a different mission, it won't load until the mission download is finished. And to close the loading box I have to exit to main menu and then come back. The loading is glacially slow. I realize this is probably a multifaceted issue complicated to solve, but couldn't the loading start in the background during the intro video/text, difficulty selection and shopping? That would be a huge improvement. Sounds in the menu: the clicking sound when you put a cursor over a menu item gets very audibly cut if you quickly move your mouse from item to item. I realize this may seem like a small detail, but it's literally one of the first things a new player will hear and it gives the impression that the person implementing the menu sounds didn't care much. If allowing the sound to overlap and play more at once at the same time would be too much of a hassle, just use a super short click sound where it won't be as obvious. Quicksave & Quickload It seems that the HUD overlay breaks for a fraction of a second when saving/loading, but I noticed that this is a known issue. The sound sometimes pops annoyingly, perhaps a super short fadeout/fadein would help. It's a bit weird that quickload doesn't start immediately when pressing the button. Even weirder that the game simply goes on until it starts and doesn't pause itself - that would help and should be easier to fix. Movement Always run is not very usable. Believe me or not, I actually finished Thief Gold and TDS with always run and preferred it that way, the difference is that you could press shift to walk or ctrl to creep, while in TDM you have to pres shift AND ctrl at the same time to creep. That's really uncomfortable. I cannot mantle to those high above head places while running. I personally don't like this, but if it's a conscious design decision, the game should definitely tell me this and give some explanation during the training mission. Seems to be fixed in 2.08 I seem to sometimes get quiet crouch-drops and sometimes not, even from low elevation, don't know why. Object manipulation it's very annoying to frob small items. This seems to be adressed for the next relase with an aiming dot if I understand it correctly, which is good, but I believe that small items like rings, individual coins or keys on corpses should also simply have larger frobbing areas. In the training mission I was not able to pick up a ring lying on a movable box at all. I believe that TDS used larger bounding boxes for item selection, so you didn't have to aim at tiny items precisely and it seems like a good solution to me. Item highlighting is sometimes nearly invisible - this happens with well-lit objects like candles or items right next to them. Picking up a an item and resting it against the wall or furniture while still holding it results in repeated and yet weirdly spaced clanking sounds even when I'm not moving anything, not even touching my mouse. This is especially weird when it's a candle making metallic sounds even though the candlestick is not touching anything. Also, door sounds are SUPER LOUD, which is weird because a thief won't be banging doors, and weirder because most guards either ignore them or only notice them when standing very close. Default keybindings for use item make no sense to me - how could I use a health potion or a flash bomb in the middle of a battle when the key (Enter or U) is nowhere near my left hand position or on the mouse? I mapped it to tab, no idea if that replaced any other key binding, but it seems to be working. Not sure if this happens everywhere, might be a problem with older missions, but I've seen NPCs do such long strides when on stairs that they're nearly sillywalking, even though they're walking in normal speed. This is all for now, I noticed more issues, but those seemed to be mission-specific and therefore more difficult to fix. I can write down issues I had with the 3 included missions if there's interest.
  8. I was referring to D3W advice in general, not the specific text you posted. I've seen several forum posts on D3W and I think even these forums where people have repeated the "fact" that Doom 3 has a problem with more than 3 lights hitting a surface, and advised mappers to cut up brushes to make sure they never see a cyan surface in the r_showLightCount view, even though this was a waste of time that made no difference to frame rates back when I was doing it on a Radeon 9800 XT in 2006. I suspect that the "3 light limit" comes from the descriptive text in the explanation of r_showLightCount: 1. Black= No light hitting the surface. 2. Red= 1 light hitting the surface (this is excellent). 3. Green= 2 lights hitting a surface (this is great). 4. Blue = 3 lights hitting a surface (This is getting bad. You need to keep these areas small, but it is ok to have a number of smaller areas in a room that are blue). 5. Cyan, pink, or white= 4+ lights hitting a surface this is bad and you should only have this in very small, isolated areas. It would be easy to interpret these descriptions as implying that something bad happens between 2 lights ("this is great") and 3 lights ("this is getting bad"), even no there is no such limit and these textual descriptions were (as far as I can tell) just off-the-cuff phrases that never actually reflected any empirical performance testing. There is no such limit for maximum lights, because light count is just one of many factors influencing performance, along with poly count, shadow count, shadow mesh complexity, number of shadow-casting lights, number and size of open/closed visportals and many other things. Giving suggested limits for particular scene elements is counter productive because these limits tend to get enshrined in documents and forum posts and propagated through time as a sort of "cargo cult", where people believe that as long as they have fewer than a certain number of lights or polygons then their scene will be fast to render, even though there may be many cases where having more lights/polygons would be fine if other elements of the scene are simpler, and vice versa. The only meaningful way to address performance is based on empirical testing, with guided optimisations based on this data. For example, if you have a scene that is particularly slow to render, and you find that you have a large surface hit by 20 different lights and they all cast shadows, this might be the thing to optimised, whereas in another scene you might find that you have 10 million polygons in view due to a reflection surface and too many open visportals, and these are the things you need to fix. But in no case does this mean that if you stick to 19 different lights and only 9 million polygons, you will never have a problem with performance. No need to get defensive; I wasn't criticising you, just pointing out that some of that old advice from D3W and other forums isn't particularly accurate and shouldn't be relied upon by today's mappers, particularly when it asserts particular numeric limits that quickly become obsolete due to the evolution of hardware, and might not have been correct to begin with. Nothing wrong with looking at light counts in conjunction with other items (but you must also consider the area of the over-lit polygons, not just the count, and consider the effect of light scissoring which considerably restricts the actual area that is illuminated based on the size of the light, even if that light hits a large polygon), provided you don't become attached to certain fixed "ideal light counts" which are just too crude a measure to be useful. Overall my advice with light count and everything else (polygons, shadows etc) is: Minimise everything as far as you possibly can without compromising the artistic intent. Use in-game diagnostics and statistics as a guide, without being hung up on particular numeric thresholds and values. Test on a variety of hardware (especially mediocre hardware) if you can, to avoid producing a map which only runs well on your super high-end rig.
  9. see also our reactions at topic: https://forums.thedarkmod.com/index.php?/topic/19755-nice-game-development-series-war-stories/
  10. Things are pretty hectic over here, I wasn't on the forums for a week so even that ping might've not been a saving grace if I didn't log in to divert responsibilities from other things I gotta do... Anyway, yeah! The command seems to work alright, reloading the game properly resets the materials, but reloadModels all doesn't reset material changes on brushes, aptly enough. I'm not sure that's that important, though.
  11. The number of mirrors is not too high today, and new mirror would definitely be welcome. However, we have been split on the question of whether we could use a server as official mirror when its owner has zero posts on these forums. The TDM code does not properly verify downloads, so we must be sure that mirrors owners can be trusted. Sorry.
  12. Announcing the Release of 'Requiem' for The Dark Mod! Download Download the latest version of the Dark Mod here: http://www.thedarkmo...wnload-the-mod/ Download the mission here: Mediafire: http://www.mediafire...u89/requiem.pk4 Southquarter: http://www.southquar...ons/requiem.pk4 Fidcal.com: http://www.fidcal.co...ons/requiem.pk4 Create a folder in your Dark Mod install with the path "darkmod/fms/requiem" and place the downloaded .pk4 file inside. When you load up The Dark Mod, the mission will appear on the "New Mission" page. Requiem can also be found directly using the in-game loader. Gameplay Notes While this mission is playable in TDM 1.8, for an optimal experience please download and play in TDM 2.0 (or higher). Most inventory items in the game can be dropped, so no need to carry them around after they are no longer of any use. Note that If you use noclip or other console commands while playing, there is a good chance that you will break the intended flow of gameplay. Credits Mapping and Readables: Gelo R. Fleisher Voice Acting: Goldwell Additional scripting: Obsttorte Additional textures and assets: Flanders, Sotha, Grayman, Springheel, Bikerdude, Obsttorte Additional map optimizations: Bikerdude Testers: Bikerdude, Obsttorte, Gnartsch, AluminumHaste, Baal, nbohr1more, PPoe Custom Soundtrack: Leonardo Badinella - http://leonardobadinella.com/ Additional Music: Lee Rosevere - http://freemusicarch...c/Lee_Rosevere/ Marianne Lihannah - http://www.funeralsinger.net/ Vox Vulgaris - http://www.last.fm/music/Vox+Vulgaris/ A note from the author Hi all. While I've been involved in indie game development for a while now, I'm first and foremost a writer. My most recent project has been a novella that tries to capture the visual feel and tone of the Thief series (you can find the link below). As I was writing, I found myself playing a lot of Thief and Dark Mod fan missions, and got to thinking that maybe I wanted to make one myself, as a companion piece to the book. When I finished up writing, I had a bit of down time and decided to take the plunge. Having never done any serious mapping before, my plan was to make a small mission that I could bang out in a month or two and call it a day. Well, as sometimes happens, the project got a little bit bigger than I had planned. Ten months, and lots of elbow grease later, Requiem is finally ready for you to play. I'd like to thank everyone who helped pitch in to help make Requiem come alive, from those who took the time to answer my many questions on the forums to those who actively contributed to the FM. I especially want to thank Bikerdude who served as my mapping mentor, and Obsttorte whose clever scripts really turned what was in my head into the game that you are playing. Above all, I want to thank you for downloading and playing Requiem; I hope you enjoy it. Links of Interest Author's Blog: http://gfleisher.blogspot.com/ Companion Novella (Amazon): http://www.amazon.co...k/dp/B00BYEW02M Companion Novella (Smashwords): http://www.smashword...oks/view/298956
  13. Happy 16th birthday? Original Textures but ESRGAN rescaled (see the thread on TTLG forums), just a bit of Ambient Occlusion HBAO+ (nVidia GPU) No Bloom, MSAA 4x
  14. Hi, I thought I should document this discussion here, for future reference, as info on this subject has become quite scattered and out of date. I've been wrestling with MD5s for a while now with no success. Importing works but the meshes and armatures are problematic. I decided to start with an animated model from scratch. Followed a few instructions in videos or tutorials (most recently trying out Sotha's solution http://forums.thedarkmod.com/topic/14970-blender-rig-for-standard-male-npc/?do=findComment&comment=325423 ) but have yet to be able to export successfully. The animation oddly enough is working correctly (on the model viewer, havent gotten into the game yet), but the mesh itself is getting horribly deformed. Im using the io_scene_md5 importer/exporter. Going back to version 2.72 didnt solve it for me. In blender After exporting Any thoughts?
  15. Yes is the overture engine. Btw It has no real, world editor, they made one for HPL2 (the engine used on Amnesia) but in HPL1 everything is done through collada text tags, using a modeling suit (they used Maya 7.0 with some old collada plugin ) but if the collada support would be updated to use a more modern version than perhaps I could use Modo or Blender to work with it and I wouldn't mind at all.
  16. This was an enjoyable and great mission. I can see how much attention to detail you poured in. Great lighting. That secret area behind the book shelf was awesome! The guard walking in the water but still hearing me if I made a noise by the loud machines made me wish DM had a sound masking feature that mappers could easily make use of.
  17. I promoted The Dark Mod Forums and the game yesterday to a stream by Deadwing Dork. Even sent a super chat telling him to check out the forums. He said Thief 2 was better than Thief 1, never got to play Thief 3 but wanted to, and disliked Thief 2014.
  18. freyk

    Breakable Glass

    Use the search function, to see what we think about it: https://forums.thedarkmod.com/index.php?/search/&q="Breakable Glass"
  19. correction myself: needed > need. That can i better ask you. (or i have to look up myself on the forums)
  20. Flakebridge Monastery In this mission you will visit a Builder outpost to steal some valuable books. It is the first in what I hope will be a series about Selis Woderose. I would like to take the opportunity to thank my beta testers: Aprilsister, Bikerdude, Chiron, lost_soul, and prjames. As well as Fidcal for his starting map, and Melan for his texture pack. Known bugs: A small number may appear at the bottom left corner of your screen when the mission loads. Press sheath weapon to make it disappear. As already mentioned this is the first mission in a series. When you have completed it you may know what you'll be going after in the next mission. You may even know where! Enjoy! And please use spoiler tags where appropriate. A couple of screens: (thanks lowenz) http://2.bp.blogspot...0/shot00001.jpg http://3.bp.blogspot...0/shot00003.jpg
  21. The ones I know about (not having been around back then) are: https://forums.thedarkmod.com/index.php?/topic/9762-zombies-ghouls-and-revenants/page/2/&tab=comments#comment-198310 https://forums.thedarkmod.com/index.php?/topic/14066-needed-for-standalone-animated-werebeast/
  22. There have been several occurrences in the last week or two that have underlined the need for a list of missions that showcase TDM in its best light. ------------------------------------------------------------------------------------------------------ Posted Results: ---------------------------------------------------------------------------------------------------------------------------------------- (Extended discussion here: http://forums.thedar...f-tdm-missions/) I was hoping a non-mapper might take on the process of running the thread and tallying the results, but since everything is public I decided to just go ahead and get the ball rolling. DIRECTIONS ========== Write down the names of the FIVE missions that you think should be considered "The Best TDM Missions". If someone could only play 5 TDM missions, which 5 should they be? At the end of the week, I will compile the responses. The five missions that get the most recommendations will be labelled "editor's picks" or something like that. Do not rank your choices. List 5 in any order you like. ========================================== To keep this clean, anything other than recommendations or clarification questions will be removed to a different thread.
  23. Welcome back. Do you still have access to the Developer forums?
  24. Good point! I guess when tackling on such a task, one needs to find different rewards whilst doing it. Like, completing a project that has taught a lot of programming/server/... lessons on the way. So then, even when it becomes a ghosttown, it was not all for nothing. Also, the way I imagine is not that people meet randomly on servers. Rather, I think a few people make an "appointment" in these forums here and then 5-15 people play a map maybe once a month or so. That's how I imagine it, again, I could be completely off (I have no experience on which to base my estimates on).
  25. Sorry I'm not near as active on the forums these days since pursuing the portfolio again but this could be quickly whipped up I think. If anything I'd just need to get a suitable material for the feathery parts to look... feathery. If Springheel provides a model, obviously we shouldn't need two but in the case that cannot be done I'm sure I could come up with something.
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