Jump to content
System downtime for updates - Sunday 13 July 2025 ×
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/mission design/' or tags 'forums/mission design/q=/tags/forums/mission design/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. Yes, newest version. I tried an older mission and that seemed ok.Are there new/changed graphics settings?
  2. The Glenham Tower is a small/medium sized map in which aspiring thief Thomas Porter sets out retrieve an old book from a derelict tower. Mission was created by me, Sotha and I wish to thank Melan, Fidcal and Bikerdude for playtesting. After I busted Lark Butternose out of the Old Town Jail (please see mission: The Beleaguered Fence) I hid and waited for Lark to regain consciousness. When he learned how he got out he was quite happy to offer me a significant portion of his share to our loot. After that our business was concluded and we went our separate ways. I heard Captain Godfrey Knighton was not at all pleased with the events at the Jail and was still looking for the people who robbed him blind. I decided to disappear and move north to a town called Braeden until things calm down in The City. After looking for work via the usual channels, I was approached by a bookstore owner named Victor De Grenefeld. He offered me a simple and entirely legal task of retrieving a rare old book from a derelict tower. The Glenham Tower was originally built by a wealthy family to provide a safe and secluded place to reside in the misty Glenham Moor. The family was disgraced by some kind of scandal and the Tower was later bought by a hermit scholar named Lord Morley who moved in with a single servant. Lord Morley, I learned, was doing some kind of research for the Builders. Some years ago the inhabitants of the tower simply stopped visiting Braeden anymore to buy supplies and food. The tower was found abandoned and sealed. The original residents, in fear of robbers, had installed an indestructible portcullis which was now closed and there was no way to enter the tower. Many have tried to force their way inside, but the portcullis is impenetrable. The windows are also made of this material. De Grenefeld told me that an skillful acrobat like me could easily climb the exterior of the tower to the top and gain entrance that way. He would pay a nice sum for a rare old book called 'De Vermis Mysteriis,' which he knows is somewhere inside the tower. I could keep all the other goods I find. The most dangerous thing would be the Tower itself: De Grenefeld told me that the tower is old and structurally unsafe, but I shouldn't worry if I'm careful enough to watch my step. The task sounded simple enough and the pay is extremely good so I agreed to De Grenefeld's offer. I need to buy some rope arrows and travel to the Glenham Moor. It is nice to do something legal for a change. LINKs: Use the ingame downloader to get it. WARNING! There are VISIBLE spoilers in this thread. I do not recommend reading any further until you've played the mission.
  3. Wonderful mission! I love the geometry - great design. Good use of all three dimensions. I suck at scaling/jumping moves, so lots of reloads lol. But that's just me. Thank you - that was good fun!
  4. I've also been playing lots of TG/T2 missions recently and I definitely feel this sentiment, but I do also remember how TDM played before the blackjacking revamp. Now that was garbage. Post revamp, with the animation tell, I've actually felt comfortable enough with the way TDM does things now? Like its still definitely more difficult and finicky than TG/T2 and that frustrates me in the moments where I fail to blackjack and thought I was gonna succeed, but I at least respect it as a design decision. TG/T2 really do make it too easy to give an entire city block migraines by bopping people in the feet. What needs to change is how quickly AI goes from unaware to perfectly invincible - a "surprise" state, where they play some comical "BWA-HUH?!?!" shrug animation and can still be blackjacked while you're running up to them or if you suddenly jump out of the shadows, would probably go a long way to making the blackjacking mechanics and hitboxes feel the way they're intended to feel.
  5. I think what happens after detection is the major source of jank in this game vis-à-vis tedious alert states and funky running animations, but I've honestly never had any issue with blackjack behavior. It could certainly be better delineated in terms of the animation and hitbox since it's a bit flappy and covers the whole screen, but it's as simple as walking or creeping up to someone and bopping them, I don't get it. The answer is certainly not allowing people to bunny-hop up to guards and KO them on the way past 2 seconds after they've already been alerted, nor just lure them somewhere shadowy and blackjack them on full alert, as seen in the dark engine. The AI is no doubt a long-standing stick in the mud, but I don't think it's blackjacking that's the issue, moreso how detection can work strangely and how most all of the level design goes out the window once the guards are sprinting around the building at full pelt and never going back to idle.
  6. NVIDIA announced the 16nm Pascal GTX 1080 and GTX 1070 GPUs. The $599 GTX 1080 will be more powerful than Titan X, GTX 980 Ti, or two GTX 980s. Neither card uses High Bandwidth Memory like the top Pascal GPU, Tesla P100. Intel's Broadwell-E flagship enthusiast CPU, the Core i7-6950X, is expected to have 10 cores. AMD Zen mainstream desktop CPUs could have 6-8 cores. The architecture has moved from Bulldozer's Clustered Multithreading to Simultaneous Multithreading, which is closer to Intel's design and has two threads per core. Zen desktop CPUs will be released before laptop CPUs. There could be a 16 core APU in 2017. AMD's 14 or 16nm Polaris GPUs will apparently be cheaper and cooler, rather than trying to compete with the GTX 1080's performance. The Radeon R9 490 could cost $300. The Polaris GPUs will not have High Bandwidth Memory, which will instead be added to 2017 Vega GPUs as successors to the Fury series. Sony could launch a "PS4K" console using an AMD Polaris GPU and faster Jaguar CPU capable of playing the current PS4 games in 2160p instead of 1080p. It could also boost frame rates for the PSVR.
  7. Just to complicate your life, there are 3 additional aspects to consider about the circa-2014 Mason files, and subsequent circa-2017 improvements to the 'english' version perhaps applicable to your work. (These issues are covered in the wiki "Mason Font" article, with a bit more in my "Analysis of 2.12 TDM Fonts", https://forums.thedarkmod.com/index.php?/topic/22427-analysis-of-212-tdm-fonts/. The 2017 changes can be seen in the *current* 2.13 TDM English Mason files.) 1) Need for custom DAT-scaling on certain Mason characters The source TTF had upper-case and lower-case characters that were early-on considered too similar to size. So (before 2014) in the DAT, selective per-character scaling was used to differentiate them. See https://wiki.thedarkmod.com/index.php?title=Font_Metrics_%26_DAT_File_Format#Per-Character_Font_Scaling for details. As you add new characters, you should do likewise (relatively easy with refont). 2) Creating the "glow" of mason_glow How Tels created the glow (for 'english' carleton & mason) is discussed in reasonable detail here: https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/5/#findComment-262661 That could be done for Russian too, which I recall currently fakes a glow, and possibly would require a minor GUI or engine code change to use. Note: To best accommodate glow and retain GIMP-visualization-alignment between base and glow characters, Tels moved some base characters within their bitmap, to keep their glyphs 2-3 pixels away from any bitmap edge. You should consider this when placing new base glyphs. Note: For the 3 mason bitmaps doubled in size circa-2017 as discussed next, the mason_glow bitmaps were also doubled. 3) Extensive bitmap editing to solve main menu character jaggedness. On Oct. 5, 2017, @Springheel in https://forums.thedarkmod.com/index.php?/topic/19129-menu-update/#findComment-412921 said: "Looking at the Mason fonts, it looks like they were super low res to begin with, and were then just resized [presumably referring to per-character scaling], making them even worse. I'll see what I can do." [Further on, referring to fonts in the TDM menu system:] "It appears that resizing the dds file to make it higher res is possible, so I'll proceed." Later, on Oct 13, 2017, he concluded within a "More detailed list of changes: "Updated the menu fonts, which were surprisingly bad before" Unfortunately, I couldn't find details on how this work was actually done. I assume the bitmap editing was all done in GIMP. It started with doubling the size of certain bitmaps from 256x256 to 512x512. This was done for the first 3 bitmaps (i.e., those with ASCII, some Latin-1). Then characters were made more crisp and smooth-edged. How? Dunno. Also, some odd but harmless artifacts happened within GIMP (noted in https://forums.thedarkmod.com/index.php?/topic/22427-analysis-of-212-tdm-fonts/page/3/#findComment-499660)
  8. Announcing the next installment of 'The Lieutenant' series: High Expectations! Never heard of this series before? That's because I just made it up. Actually, it continues on from my previous FM, In Plain Sight. You don't need to have played In Plain Sight before, but there are some references to it in the readables that might not make sense if you haven't (some of which will be spoiler-ish). "Follow the Lieutenant on his next mission to the City of Highborough" Mission Type: City Missions Beta Testers (thank you all!!! @wesp5 @Acolytesix @Shadow @Cambridge Spy @AluminumHaste @jaxa @thebigh @joebarnin @Mezla @snatcher @datiswous Extra credit goes to @Mezla for providing the idea behind one of the objectives! Notes: TDM 2.11 required You can explore most of the map from the start of the mission, but if you find yourself getting a bit lost or unfocused, just concentrate on the main objective Your objectives will become visible after you read your briefing in your inventory The map does not contain any secrets The only difference in the difficulties is the (optional) loot goal This mission has some replay potential built-in. Explanation below, but I suggest you read this only after your first playthrough: Spoiler warning!: Download links (v1.4): Proton Drive: https://drive.proton.me/urls/ZDTKN6DDM4#8Re0CpARxcbc Github: https://github.com/FrostSalamander/fsx/releases/download/1.4/highex.pk4 Screenshots: https://flic.kr/s/aHBqjAB8qt Known Issues it appears that to some players keys bound to AI are unfrobable. I don't have a solution as I've never been able to reproduce it. As a mitigation, for these doors you can either lockpick them or an alternate key will be available. Other hints Atkinson/Burns objective This objective is more about rewarding the 'explorer' types. It's optional and requires you to find a lot of stuff to piece together the whole story of what happened. Most of these are not really 'hidden', but rather require a visit to most of the accessible areas of the map. If you have given up searching, then: Hotel Safe Combination hint: spoiler: What's going on with Brother Gregory? If this isn't clear, then read on: There's a wooden door in the prison that I can't open... hint: spoiler:
  9. Coercion is a small FM, where a crime organization forces you to sneak into a mansion and steal precious books. Made by Sotha. The mission is warmly recommended for new players and beginners! BUILD TIME: Summer 2016 CREDITS Thanks goes to TDM team and the whole community. Goldwell and Andros is thanked for voice acting. Special thanks to betatesters: Grayman, Bikerdude, Obstorte and Crowbars82 Enjoy! Download link: https://drive.google.com/file/d/0BwR0ORZU5sraN24tZlI2MHR3c1U/view?usp=sharing
  10. After several months of hard (although very enjoyable) work, I’m proud to announce the release of my first FM - “Cole Hurst 1: Eaton”. Mission description In the northern town of Eaton, Lord Mayor Zelmer is hosting a lavish party at his luxurious estate to celebrate Eaton's establishment... The city's elite, a famous musician and even the Queen will be partaking in tonight's festivities. Screenshots 1-Gatwick.jpg 2-Streets.jpg 3-Mansion.jpg 4-Lobby.jpg 5-Theatre.jpg 6-Room.jpg Download “Cole Hurst 1: Eaton” should already be available for download in the game, but you can also grab a copy of version 1.0 from here. To install this copy, simply place the downloaded file named “ch1_eaton.pk4” in your “[the dark mod]/fms/” folder. Notes I would say this FM could primarily be considered a “traditional mansion heist” mission. These were by far my favorite type of Thief 1/2 levels which I have very fond memories of playing through as a child. I suppose this is my humble attempt to create something vaguely similar... I have tried my best to make the story, the readables and the conversations as interesting as I could and so I really do hope that some of you will find it enjoyable. The mission features: I already have some relatively concrete ideas for a follow-on mission in mind, so hopefully I will have time to continue my mapping efforts soon(ish) :) Contributions I have been overwhelmed by the amount of people interested in helping me with this mission. A huge thanks to each and every one of you! Story Kelly Hrupa Voice actors: twhalen2600 (AKA @Benny_the_guard) Kelly Hrupa Testers: @Acolytesix- brisk puzzle solver @duzenko - the man with the admin tools @JackFarmer - objective wrangler @Shadow - a certified spider-monkey who refuse to stay caged @Cambridge Spy - an eagle-eyed book-worm @wesp5 - eager candle-snuffer @madtaffer – readability advisor @prjames - spider assassin @suzy8track – book magician @datiswous – destroyer of crates I would also like to say a special thanks to @Dragofer who has been very helpful with debugging and general advice in cases where I had absolutely no idea what to do. @duzenko has also been very responsive to any game-related bugs that I’ve encountered during the beta phase and also thanks to @nbohr1more for handling this release for me. As I am completely new to mapping in general, I also found @Springheel‘s wonderful TDM New Mappers Workshop extremely helpful when I was first getting started, so thank you very much for creating it. Known bugs/issues While this mission has spent quite some time in beta testing, I’m sure that some of you will discover shortcomings that my wonderful beta testers and I have overlooked. In that case, please do get in touch and I will make sure to address it (to the best of my abilities) in a future update. There are unfortunately also a few (primarily cosmetic) things that I have been unable to solve – at least for this release: The small church model used in Gatwick square has low-resolution textures applied Some picture frames do not match the original frame after being stolen Strange looking shadows on the greenhouses in the garden Visible vertical lines on some interior walls Various gaps/holes in some of the models that I have chosen to use The female mansion lobby guard occasionally sound like a dude EDIT 2025-03-23 Revived dead download link for version 1.0. I plan to release version 1.1 in a few days time. I will try to figure out a way to have it beta tested in another thread beforehand... EDIT 2025-03-24 Version 1.1 of this mission is now in beta testing on this separate thread.
  11. Hey I just wanted to create a Thread where everybody can post his improvement wishes. I Personally love this mod. There are so many features in it, and because it is a mod created by a community, why not write what could be improved. My wishes are: Some special weapons. I loved T2X and the variety of weapons. Some really hard to find special weapons, like the confusion arrow or a special bomb would be cool. But they have to be very special, for example as a result of a side quest - or maybe a usable torch for easier killing the undead More enemies, I think there will be an improvement, we just got spiders and zombies, but a higher variety is always good. More (custom) conversation. Thats one of the main parts I'm missing - so much flair and atmosphere is getting lost without them. Also some comments from he main charakter would be nice. For example when a guard gets knocked out "hah, now who's the taffer" ... better AI when the hear a voice. They start looking for you, but most of the time I just sneak into another room or a higher area and just have to wait, they should at least get someone with a torch or call other guards for help These are only small parts of the game which could be improved and are only my points of view, maybe it's either not possible to create or it fits not in the design of TDM.
  12. Some folks have been asking about the new tdm_show_viewpos cvar and screenshot_viewpos command, so I thought I'd make an thread about it as a reference. The purpose of the cvar is to show the viewpos on the player HUD, and the purpose of the command is to add the viewpos to screenshots in order to help with troubleshooting and beta testing. Bug tracker: https://bugs.thedarkmod.com/view.php?id=6331 tdm_show_viewpos tdm_show_viewpos is a cvar to show/hide the viewpos on the player HUD, which can be set to the following: 0 --- hide 1 --- gray font color 2 --- cyan font color screenshot_viewpos screenshot_viewpos is a command that takes a screenshot with the viewpos added to it. screenshot_viewpos screenshot_viewpos <gamma> screenshot_viewpos can be typed at the console or bound to a key. The "gamma" is an optional argument, which as of 2.12 Beta is the r_ambientGamma value. Some mission authors prefer to have screenshots (from players) that are brighter, so they can see what is in the screenshot more easily. Setting the "gamma" argument is a convenient way to temporarily adjust the gamma just for the duration of the screenshot. For example, I have the following bound: bind "F12" "screenshot" bind "F11" "screenshot_viewpos" bind "F10" "screenshot_viewpos 1.3"
  13. Believe it or not, an earlier build had lots of rooftop climbing and alternate routes, but poor design on my part meant I had to put them all out of reach to slice the outdoor area into chunks for visportalling/optimization after the fact. I took my "city streets" approach a bit too literally and directly this time around, and I've realized that the claustrophobia and verticality of some of the best Thief FMs were born as much out of necessity as out of choice.
  14. this was a tough one! It took a week, on and off, so some things might have been changed but I was in progress with v1 and didn't want to start over. as much as I love a Thieves Highway and snaking through tertiary structures, I kept running against barred doors and being confused as to where to go next. (At one point I decided to noclip through the door and work backwards to where I was stuck.) Sometimes it was simply not realizing I could catch and climb a narrow ledge. I finally turned AI Hearing down all the way with this mission; its been an issue for me with Dark Mod, but here I felt they could hear me from a block away (or stories, in the tavern) and it was unfair/unfun. Is there a way of escaping after finding Clarice in the Tower? Thankfully I quicksaved before but if I hadn't I don't know that I would have put together what I needed to do from hints in readables. There's a fine line between obtuse and obvious, maybe its just because my playthrough was spread over some time. I still really enjoyed the mission, thank you so much for the work you've put into creating this world and the experiences for us!
  15. Have a look at Lords & Legacy by Kvorning and you will see room you can look into litte room dotted around the mission. Not he actually built the room I think, What Im proposing its to use EnvShot to create a cubemap textures that mappers can then use to create virual rooms that have no perf hit. A good example of an EnvShot is the the little book case world I created for The Painters Wife, where you can see how into the library etc.
  16. It's good to see you around Bikerdude! Nope. It is my first attempt at a mission? campaign? unusual assortment of things! I understand the Title is open to interpretation and you left me wondering... care to elaborate what you had in mind when you said "virtual rooms that go behind windows"?
  17. I can think of a scenario, where you are working on a mission for several years, rather than months, and since TDM updates add and remove things, and also break features that were already working, you might want to stick to a version that you liked best. But in that scenario, you'd just need to know which stock TDM files are absolutely necessary to run your mission, so you can delete the rest. That would change on a mission basis though. Edit: I mean, it's either that, or asking people to downgrade, so it's kinda tricky choice.
  18. Update Changelog: Story: Thanks: Screenshots: Update Video (4:3 standard definition): Downloads: https://goblinsecrets.github.io/FM.html
  19. This is an experimental GUI app for managing and packing Dark Mod missions. It's a successor to FM Packer but with a GUI, that I've been working on for some time. It's now at a stage where I feel somewhat comfortable sharing. Having a GUI unlocks potential for more in depth management of fms, which I intend to explore in the future. You can download the binaries here: https://github.com/Skaruts/tdm_packer_2/releases Currently: it can pack your selected mission into the pk4 at a click of a button it provides an editor for a .pkignore file where you specify which files to exclude from the pk4 it gives you a handy tree view of both the included and excluded files (Shift+LMB to fully expand/contract branches) it can launch TDM or DarkRadiant for the selected mission, or run a second installation of TDM to test your pk4 in isolation (see the menu Settings->Paths) it automatically writes your map sequence into the appropriate file all maps, except the ones in the map sequence, are auto excluded from the pk4 Important: This is still an experimental alpha version, so backup your missions before using it. Note: For now I provided binaries for Windows and Linux. I don't have a Linux system to test the binaries yet, though, so they may or may not work properly. As a last resort, one can still run this app from the source code by running the Godot Engine itself from the terminal with the "--path path/to/project" argument. (Godot itself is just a simple executable and requires no installation.)
  20. After doing loads of Thief Gold and Thief II missions in the last year or so, I decided to play a TDM mission again, for a change. I'm not sure if it has to do with this particular mission, and the loads of marble floors in it, but, wow... I had my issues with blackjacking before, but, now, even with the indicator on, I miss 9 of 10 K.O.'s, and I have no idea why. Really, this game seriously needs a revision of the hitbox/blackjacking system. It's the biggest crap anyone has ever invented. Maybe someone will tell the person responsible that these systems need a certain amount of tolerance one day. Like, why create a system which is THAT finicky with distances or the area you hit, when most people play on a single screen anyway, where you simply can't measure distance well? Back to Thief fan missions, I guess...
  21. I'd like to announce the release of my 2nd fan mission: In Plain Sight. "You are an intelligence officer tasked with revealing the source of a political uprising in the city of Watchgate" Mission Type: City Missions Credits: @Frost_Salamander: Author @Airship Ballet: All custom content, including signs, loading/menu screens, in-game map, menu music and creative input. Also sets the standard for beta testing. W10 (my son) and @Frost_Salamander: Mission briefing Beta Testers: @AluminumHaste @nbohr1more @Obsttorte @Mawerick @madtaffer @wesp5 @Airship Ballet @Acolytesix @Cambridge Spy @jaxa @prjames Notes: TDM 2.10 required This FM rewards stealth play, although it can be done without KO'ing anyone Read the readables! They trigger some mandatory objectives that aren't initially visible. Follow this and you shouldn't have a problem figuring out what to do next. There are multiple ways to access some parts of the city. Some are riskier than others! If you are finding it too hard, maybe there is an easier way The only differences between the difficulty levels are the (optional) loot objective, the availability of some player tools and the difficulty of the bank objective. There is an in-game map. It's found in a location near the start. This FM contains 5 secrets (hints below for anyone who's given up ) Secret hints: Secret spoilers (did you mean to look the hints above instead?): Download link until the mission database gets updated: https://github.com/FrostSalamander/tdm-fm-inplainsight/releases/download/v1.4/inplainsight_v1.4.pk4 Screenshots: https://www.flickr.com/photos/196169449@N05/albums/72177720301116716 NOTE: Some of the initial versions have bugs. Ensure you have the latest version (currently 1.4)
  22. Did so. Deleted the folder, erased it out of missions.tdminfo, reinstalled it. It's the same just right from the start, but didn't recognize it because I wasn't using the torch. Outside floors look absolutly normal. Strange question: I installed 2 weeks ago beta version 2 of "Last Night in Stonemarket" where there was some trouble with lighting issues. I had never such kind of in any regulary installed mission before with this actual version of TDM. Is there any possibility that a beta mission or maybe an very old mission I tried some time before "changes" or "damages" anything in the TDM setup? Sounds like a nutty idea... I guess I have to delete the whole TDM and reinstall it.
  23. Happy New Year! This mission was intended for the 2015 Halloween Contest, but a dead computer kept it from being completed on time. (Thanks to Bikerdude for sorting that out.) After that, I took my time finishing it, so now it can be the first mission for 2016. This mission is a bit darker (light-wise) than your typical mission, so for an extra challenge, you can try leaving the lantern off. Download links: The in-game downloader. Mediafire Special Thanks to: Xarg, nbohr1more, AluminumHaste, Oldjim, Deadlove, and Bikerdude for some great beta testing. Sotha, for letting us recycle his house modules from Lich Queen's Demise. Requires: TDM 2.03+
  24. Mission started of a bit ugly (screenshot below), but the crypt actually looks quite good. Apart from that it's a nice atmospheric mission. Here are subtitles. thecreeps_subs.pk4
  25. I posted about it before, but I think the default tdm logo video looks outdated. For a (i.m.o.) better looking version, you can download the pk4 attached to this post and plonk it in your tdm root folder. Every mission that starts with the tdm logo then starts with the better looking one. Try for example mission COS1 Pearls and Swine.

    tdm_logo_video.pk4

    1. datiswous

      datiswous

      Hmm, some missions use the same file name as the tdm logo video (briefing_video.roq) and revere to the core logo video while overriding it with their own video. For example fm The Creeps.
      So then it doesn't work properly..

    2. datiswous

      datiswous

      For what it's worth, here a fix for mission The Creeps. place the pk4 file in the mission folder of fm The Creeps.
      It consists of an mtr file that links to the correct video file.

      creeps_video_fix.pk4

×
×
  • Create New...