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  1. Hello, I have some roles to distribute for: - builders - mages - pagans - inventors - regular guys (you know which type of guys, the bad watchmen guys) Any new voice talents around?
  2. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  3. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  4. That is solved now. An issue with the weapons scriptobject. You gave me a tough one here It appears to be an issue with the mages. If I place one in my test map I can reproduce it and even more, if the mage is looking in the wrong direction, it cannot be knocked out at all. This is also the case with the female and the moor mage. The odd thing is that as long as they are unalerted they should be knockoutable from any direction and that all other ai I've tested worked flawlessly, independent from whether they were helmets or not. I'll have to see what differentiates the mages from the other ai that could possibly interfer with the setup, but currently I have no clue what is going on Making claims without even bothering to bring up some arguments for them is the best type of support any developer can hope for. Thanks a lot, sir.
  5. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  6. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  7. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  8. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  9. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  10. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  11. 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
  12. 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:
  13. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  14. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  15. We will look at some of this stuff, but SPOILER tags, please!!!
  16. 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!
  17. This is a thread for members to post inofficial hotfix patches in. These hotfixes are for people who want to keep using stable official releases of The Dark Mod and Dark Radiant, but with somewhat less bugs. These patches will overrule parts of the official release, and are therefor only compatible with the specific version of TDM/DR that they were created to patch. It is therefor necessary that you keep track of which hotfixes you installed, and uninstall them all when you upgrade to a new TDM/DR version. If any bugs persist in a future version, it's best to wait for a new patch to be released for that version. At time of writing, the official released versions are The Dark Mod version 2.10, and Dark Radiant version 2.14.0. When posting a patch, please include which version it is for. (Patches for developer versions are allowed, but don't expect those versions to last long.) Developers, keep in mind that while these patches will point you in the direction of a problem, the patch solution will sometimes differ from an official release solution. (For example, we can't rename packaged files, and so we have to sometimes refer to badly named ones.) It's possible that I - Nort - will be the only one posting these patches, and I'm fine with that. Update After having worked out a lot of patches during these past weeks, I've attached version 1.0 of my hotfix pack to this post. This pack makes all my previous hotfixes obsolete. Details about what they contain, are in the included release notes, because the list is too long to post here. The main features is the fixed console warnings, as well as the fixed mages. (Do not miss these mages. They are eating apples and everything.) If you have any questions about any changes, just ask. Version: The Dark Mod 2.10, Dark Radiant 2.14.0 Small correction: The release notes should say: "This new file creates defines several placeholder shaders. Placeholder shaders are mesh defaults which skins can refer to without risking conflicts with other meshes sharing the same skin. They are not simply misnamed shaders, or deprecated legacy shaders." Update Dark Radiant version 3.0.0 released today, so my patch version 1.0, only stayed relevant for about 24 hours. ...and that's fine. A great changelog of Progress, is all I ever wanted. While devs should still download my patch to see if everything in my patch change log has been addressed (which I doubt), normal users should instead go download Dark Radiant 3.0.0, where every change is official. Once I've assembled enough mental strength to begin over from the beginning again, I will start working on the next patch. It will likely take a shorter time to make this time. Update Remember, before uninstalling any def files, to first remove any entities they have created, mainly the noble and mage ragdolls. If Dark Radiant can't find the definitions for entities, it won't display them in the map. I don't know if they still remain in the code, and you probably don't want invisible obsolete entities in your map, so it's cleanest to remove the entities from the map before removing the patch files. Update I've decided to post-pone any further development until Dark Radiant release 3.1.0. The 3.0.0 was a big update, and big updates will typically come with smaller unforeseen issues. One such issue is that whole numbers aren't being displayed properly. It's thankfully only a cosmetic issue, but since it's so in-your-face, I think that the devs are likely dealing with other issues as well, and that the next update will be coming as soon as possible. ...so I think 3.1.0 will be more stable, and will come soonish.
  18. I did an animation, but I chickened out at the last second and named it "eat_apple_lefthand" in accordance with a placeholder script. Now all you need to do, is add the line on an entity definition. My mages will use that animation now, but neither nobles, wenches, nor female rogues, eat at all, so it's not added to anything else. It's going to be a bit strange with apple eating mages - lol.
  19. I'm just saying that sometimes a lack of console warnings, is an improvement. I've spent probably the entire week trying to fix them - just apply some sort of bandaid to them with the little knowledge I have - and the attitude from some devs here is just "Just ignore the warnings.". No. I want you to focus on fixing bugs before you dream big. Today I spent trying to sort out the mess that is the mages, where you take a male, and you create an archmage out of it, and then you create a mage out of it, and then you create a female out of it, and so now the female mages will act all male, because they got all the male animations too, and so she will flood the console in idle animation warnings. These are the things you want me to ignore, while you focus on new features. You build things from the ground up. You make a stable foundation first, where people program with care and structure and discipline. If you have a wench, a wench_new, and a female_rogue, sharing the same skin, like I had to deal with yesterday, then you separate them. (...but don't worry - I'll upload that for you probably tomorrow. That patch worked out pretty well.) Less bugs is what I wish for. I repeat: I'm so frustrated over this that I spent an entire week, just trying to silence the voices in my head, where the voices in my head are the red warnings that pop up on the console.
  20. 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".
  21. These are all bugfixes, but I consider those to be improvements: Many stock models (like the city watch model) use materials which are missing. The engine will encounter these and flood the log in warnings, to the point where I'm hesitant to even use them. Please fix these models - there are likely a lot of them. In fact, there are a lot of various warnings in general, which seem avoidable. Ideally there should be no warning that will leave the user wondering if he's doing something wrong, when it's actually just the fault of the dev team, which he can do nothing about. When you set a mover_door entity to be pickable, it requests a "snd_lockpick_lock_picked" sound, which is not an inherited sound, resulting in a warning. I don't want to have to manually add this to every pickable door. (The stock sound for this property exists, but is fairly inappropriate, so it should probably just default to a "nosound" value.) Every ambient sound for a location, when first played, starts off at max volume, before fading to the appropriate location "volume" property setting. The wiki mentions a "pop" which can occur, because of how the Doom 3 engine handles sounds, but this seems larger than a pop - it's a full second of sound, and adding "_z" to the files, does not help at all. Can you add a "fivolume" property, which sets at what volume the fade in starts (possibly defaulting to "-60", as opposed to "0")? When you start up Dark Radiant, the bottom bar doesn't actually say which size the grid is, until you select a new one. (It just displays the grid icon.) Some models lack a list of matching skins. (The "models/darkmod/architecture/modules/interior_set01_corner.lwo" model has a set of matching skins presented in the skin selector, while the almost indentical "models/darkmod/architecture/modules/interior_set01_corner_door_right_empty.lwo" model, doesn't present such a list (despite skins being available for it).) Here is even more, based on the console warnings I got from the last time I ran my map: The images "sleeve_frill" and "sleeve" on "wench/green_dress" in "skins/tdm_ai_townsfolk_wench.skin" (or at least removing the calls to them if they're not supposed to be there). The image "models/md5/chars/nobles/noblewoman/noblelegs" on the female mages and archmages. ...and all the idle animations for the female mages and archmages, because at this point it's getting hard to read the console because all the missing animation warnings.
  22. I have returned to TheDarkMod after a few years (I played it a lot around 2015-16, even tried making a map, it did not go anywhere so I donated those few assets). The missions are great. In this one in particular, the navigation is awesome. The city is very good. I have noticed a trend though: the puzzles are more complicated; a lever may open something *somewhere*. Do you think that large TDM missions are suffering from "puzzle creep", that the veteran and in-community players do not notice? [/spoiler] So you have to go *all the way back* to use the crystal key on the teleporter thingy? And I don't know how to deal with the burning crystals either. I ended up killing nearly all enemies in the mages' place, with sword and holy water, because, yeah, I need to figure things out and I can't be bothered to stealth from one place to another anymore, lol. I will try checking the readables and environment with a bit more patience and see. [spoiler] The old format for spoiler tags does not work, not does changing the '/'. Wow, what a way to advertise "I am dumb" XD IMO the best way is to place gradual spoilers in the forum thread. I know it's a bit of a burden on the authors but answering 20 questions disjointly from different users is one as well.
  23. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  24. 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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