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  1. 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
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  2. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  3. 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
  4. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
  5. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  6. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  7. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  8. The Transaction is a small/medium sized map in which aspiring thief Thomas Porter delivers the cryptic book, 'De Vermis Mysteriis' to a bookstore owner named Victor de Grenefeld. It is the fourth mission in the Thomas Porter series, continuing from where The Glenham Tower ended. The mission was created by me, Sotha and I wish to thank BrokenArts, Melan and Ocn for playtesting and Bikerdude, BrokenArts and Ocn for voiceacting. An enormous thanks goes also to the fine people who created TDM and are still working hard, bringing it ever closer to perfection. Thanks also to the community for helping with my mapping efforts. Extra thanks to freesound.org -contributors who make excellent quality sound effects available for free. Trailer (thanks to ocn!) http://www.youtube.com/watch?v=EBdEsKoqWl4 Briefing: Ah, the town of Glenham. I never really thought I would be happy to see its shabby wooden miner dwellings, but after the nightmares of the Glenham Tower I'm happy to see any kind of civilization. During my return trip from the tower the ghostly mist veil transformed into an intense thunderstorm and heavy rain. My clothes are soaked and I'm dreadfully tired of the harsh tribulations of the past few days. My task for tonight is simple. All I have to do is to get the strange and incomprehensible book I obtained from the tower, 'De Vermis Mysteriis,' to the bookstore owner Victor de Grenefeld. And more importantly collect the hefty sum the bookstore owner promised to pay me. With that kind of sum I can sit back and relax for a while. I'd better stay in good terms with my customer and not steal from him. I have the hunch that de Grenefeld is a well connected man so staying on his good side might be beneficial for me in the future: maybe they'll need a skilled adventurer like me and I could turn legitimate. I could earn my keep and I wouldn't need to constantly hide from the city watch. At any rate, I've got it all planned out for the remainder of the night. I'll visit the bookstore, drop the book to de Grenefeld and collect my fee. After that I'd better hide in the basement of an abandoned building I've spotted near the town north gate and get some well deserved rest. I don't think the city watch would think a cloaked and armed person like me would be on honorable business in a stormy weather like this so it would be wise to avoid all confrontation with the guards. I do not need any misunderstadings with the city watch right now. The undead horrors in the Tower forced me to expend most of my tools and I desperately need more equipment if I intend to continue my budding adventuring career. I should get some extra gold for new gear and maybe a few holy water potions just in case. There is a Builder church nearby where I might be able to find some. I suspect those fanatics might have gold hidden there as well.. It is time to move in the town and get the things done quickly. Somehow I have a bad feeling about all this. It's probably nothing, probably I am just jumpy because of the horrors in the Tower and sleep deprivation. Tomorrow I'll sleep long, relax and eat well. UPDATED LINK: Use the ingame downloader to get it. Bikerdude was added in the author, I forgot him. No other chages. Could The Powers That Be make sure that this version ends up in the ingame downloader? Thanks! Known bugs: One betatester experienced an error ("ERROR: Failed to spawn player as 'atdm:player_thief'"), which drops the player back to main menu upon map load. If you experience this scenario, please turn EAX off in the options menu. That cleared the problem for the tester. Warning! There is ALWAYS someone who fails to use spoiler tags appropriately. I recommend you read this thread further only after playing the mission! Avoid spoilers.
  9. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  10. Melan reliably informs me, there is something very special coming soon, that will, in his words blow your socks off!

    1. jaxa

      jaxa

      HYPE HYPE HYPE

    2. Bikerdude

      Bikerdude

      The Spoonman strikes!

  11. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  12. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  13. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  14. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
  15. All work and no play makes Melan a dull boy.

    1. Show previous comments  2 more
    2. VanishedOne

      VanishedOne

      That depends on which planet you're on, so it's a hardware problem.

    3. Sotha

      Sotha

      Indeed! Now we just need a bunch of engineers and an array of globally positioned super-efficient rocket engines to slow down the spin of the Earth. I'm sure the kickstarter crowd funding will be a great success when we tell the masses they will get more hours to their days.

    4. VanishedOne
  16. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

  17. Man, if you lot thought Sotha's mission was awesome wait till you get a load of Melan's!

    1. Goldwell
    2. nbohr1more

      nbohr1more

      It's great. It easily rivals Return to the City as a small mission with lots of flavor. Pretty stiff competition thus far!

    3. Sotha
  18. I believe that it was decided that the slow match should showcase our object manipulation features and is also designed to increase tension because real world use of a slow-match is sort of clumsy. Not sure if anyone currently on the project really cares about preserving this behavior and whether any missions rely on it since I don't recall any missions where lighting a fireplace (etc) put the player at risk beyond the risk of being illuminated anyway. This fiddly way of doing slow-match is probably something mappers like @Melan might prefer ( given his preference for other "retro" manipulations... eg. the big auto-unlock discussion for "The Rat's Triumphant" )?
    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  19. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
  20. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  21. Melan, Baal and myself and working on a map originally created by Shadowhide & Morose Troll - If ever there was a Darkmod city map that totally exudes that Skacky T1 atmosphere this has surely got to be it!

    1. Baal

      Baal

      You can download the mission for free but we will charge for the city map. Good luck without it! :)

    2. Bikerdude
    3. Andrey
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