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  1. New fresnel mod: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-212-beta-3 Probably not needed. I don't think anything in the previous base pk4 changed but I built it just in case.
  2. TDM Modpack v3.2 released! Introducing the Stealth Alert Mod... Check it out.

  3. The fisheries have had a bad year. Unemployed roam the streets and crowd the pubs. The merchants sleep with one eye open and keep a tight grip on their property amid the unrest. A thief, even a skilled thief like myself, has a hard time finding good, worthwhile work. I began looking for more... unusual tasks. I set my eyes on Thornton Hall, remote and cut off from the outside world. These outlying manors are difficult to find, let alone reach, but they're bound to hold precious trinkets and family heirlooms untouched by anyone. Not few are said to be haunted by one dreadful apparition or another. But it's common for the lords themselves to spread these rumours, to keep unwanted visitors away. This mission is in two parts. Once youre done with the first, on to the next. Download Dropbox- river3In-game downloaderClick continue at the bottom of the login screen if you use the Dropbox link but don't have a login, then place the mission archive in the fms folder of your Dark Mod installation. Changelog, v3, December 14th, 2016: Changelog, v2.5, November 23rd, 2016: Changelog, v2, October 27th, 2016: Notes In response to a question about the relation of this mission to One Step Too Far: This mission started its life as a standalone mission for a Halloween contest, so it takes place in a different setting and begins with its own story. There is, however, a strong link thatll become apparent during the mission. From a mapping perspective it contains areas and ideas that I had originally intended for Of Brambles and Thorns, which is the bonafide sequel, but realised that they wouldn't have space there anymore. So this could be described as being neither sequel nor prequel, but certainly a part of the series that began with One Step Too Far. Solutions Part 1 Part 2 Credits - Inspiration, Story: The Terrible Old Man by H.P. Lovecraft, a short story which leaves much to the imagination. - Inspiration, Setting: Right Up There in the Mountains by Troutpack, a fan mission for Thief 2 which left its mark. - Betatesters Round 1: Abusimplea, ankai, Ryan101, Oldjim, bikerdude - Betatesters Round 2: nbohr1more, bikerdude, crowbars82, jaxa, dunedain19 - Custom voice work: AndrosTheOxen, bikerdude, Goldwell - Custom models: Atheran, epifire, Dragofer - Custom paintings: Airship Ballet - Custom AI path setup: Sotha - Custom ambient tracks: gigagooga, spady, bottle_rocket_fx, dobroide, Dragofer, augustsandberg, bosk1, 01sound - Custom sound effects: kyyrma, cgeffex, speedenza, cabro, joelaudio, robinhood76, klankbeeld, benjaminharveydesign, vate - Bikerdude for not allowing me to stray from the highest standards and perfing troublesome spots - John Atkinson Grimshaw, Ivan Aivazovsyk and William Bradford for paintings used in the briefings and loading screens
  4. The Black Mage ============================================================= Title: The Black Mage Filename: black_mage.pk4 Authors: Grayman, Jack Farmer Testers: datiswous, joebarnin, Shadow, Amadeus, madtaffer, wesp5 Release date: 24.12.2021 (version 1) - 05.03.2022 (version 2) - 23.12.2023 (version 3) Version: 3 (available via in game downloader) ============================================================= Grayman - Mapping, scripting & text for briefing video JackFarmer - Additional mapping & scripting, drafts for readables, conversations and in game comments Amadeus - Revision & editing of all readables, conversations and in game comments Dragofer, joebarnin, datiswous - Troubleshooting ============================================================= Voice Talents (in alphabetical order): AndrosTheOxen - Worried father / Counsel Lester Morlan (fincancial advisor to the lord) Bikerdude - Sami "Sausage" McNulty (the castle's chef) BoyLag - Percy Lockhard (the castle's chronicler) Goldchocobo - Robert (the son of the worried father) / Colton (a fallen Builder) Jedi_Wannabe - Friend of the worried father / Bennett (a fallen Builder) Malasdair - Lt. Godric (chief security officer) New Horizon - Lord Ewan Davenport (the Black Mage) Purgator - The Thief ============================================================= Paintings: New paintings provided by OGDA Grayman avatar painting created by Zerg Rush ============================================================= Assets: New kitchen equipment models provided by STRUNK ============================================================= Geometry: Selected cave architecture orginally created by Bikerdude & Dram for "Blackheart Manor" and later modified for "The Gatehouse" (rearranged with the orignal authors approval) ============================================================= Sound: Wind_rusting trees sound (main menu) taken from freesound.org produced by funwithsound "Madrigal" (briefing video) performed by Anthony Holborne Pub audience sound (briefing video) taken from freesound.org produced by yap-audio-production Footsteps sound (briefing video) taken from freesound.org produced by Nox_Sound Stand up from chair sound (briefing video) taken from freesound.org produced by kupp2 Tape-deck-startup sound (phonogram recording) taken from freesound.org produced by soundjoao Short metal scrape sound (phonogram recording) taken from freesound.org produced by Timbre Chains sound (phonogram recording) taken from freesound.org produced by arnaud-coutancier All other new ambient and sound fx recorded and produced by JackFarmer sometimes with altered sound effects/ambient sounds orginally produced by Gigagooga ============================================================= Video: Story board and sound arrangement by JackFarmer Briefing video produced by SirSmokeALot ============================================================= Known bugs: If you quicksave too soon after killing a fire elemental (within 4-5 seconds), the quickload crashes. (2.09 and 2.10) ============================================================= Production notes: Graymans's son gave this work in progress to the Dark Mod community according to grayman's will in June 2021. After discussions with Dragofer, I overtook this mission in June 2021 and started working on it in September 2021. Since I didn't know what else Grayman had planned, I made up my own story from the end of the briefing. The voice actors did an incredible job. Everyone I asked immediately agreed to complete this work of Grayman. This has now led to a fabulous eight voice actors taking part in this mission - from England, Ireland, Canada and the USA. ============================================================== Let's raise our glasses in Grayman's honor. Otherwise I wish you all happy holidays. Take care of yourself, your loved ones, and all of your friends.
  5. I have been out of this for four years (cancer, diabetes,COVID) but am trying to RE-learn Dark Radiant, and going back to the mission I started to create back then. But no matter what I add, delete, change in DR it does not show when running the FM! I can see the map file in the map folder under the FM is updating. I have also tried loading it via console, but same problem. Another issue is the dang AAS files. No mater how many time I DMAP it still says out of date. No AAS files show up in the map folder either, which might be why. Can someone help this old guy out? GRRRR
  6. This sounds like something suitable for a mod (or an individual FM where the author desires this kind of mechanic), but not as a core gameplay feature.
  7. What sort of diseases and parasites exist within the world of The Dark Mod? Is there an equivalent if the Black Death? Can zombies spread through bites? Are there any magic-originating plagues concocted by vengeful pagans or sorcerers?
  8. If T1 wins then I suggest people also have the option of doing something with story from the dark mod to make it more relevant to the community.
  9. "...to a robber whose soul is in his profession, there is a lure about a very old and feeble man who pays for his few necessities with Spanish gold." Good day, TDM community! I'm Ansome, a long-time forums lurker, and I'm here to recruit beta testers for my first FM: "The Terrible Old Man", based on H.P. Lovecraft's short story of the same name. This is a short (30-45 minute), story-driven FM with plenty of readables and a gloomy atmosphere. Do keep in mind that this is a more linear FM than you may be used to as it was deemed necessary for the purposes of the story's pacing. Regardless, the player does still have a degree of freedom in tackling challenges in the latter half of the FM. If this sounds interesting to you, please head over to the beta testing thread I will be posting shortly. Thank you!
  10. I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
  11. Since I got a request for it, here is a 2.12 beta 3 compliant version of the Fresnel Mod: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-212-beta-3/ Also, the Animated Grass Demo has been made 2.12 beta compliant: https://www.moddb.com/mods/the-dark-mod/addons/arcturuss-animated-grass-demo
  12. I've mentioned a few times before, I'm a big fan of old Half-Life 1 mods, especially the They Hunger trilogy. But the sad thing is, Half-Life is an aging game, albeit with a meme fanbase. Not many people in the newer gaming generations are familiar with these great games simply due to them being mods for other old games. So, I want to try and share that special, magic feeling I got going through the adventure in the County of Rockwell the first time with a new generation of gamers. But I'm not good at modding myself. My question basically boils down to, how much would I be looking to cough up in dough to pay a programmer to recreate the They Hunger Trilogy in a newer, more advanced engine?
  13. Yeah it would be cool to see some more detailed statistics and it’s a shame they aren’t really captured. Since we are talking about fan mission platforms, where players also make the content for the game, I feel like the best thing we’ve got is you can look at the number of content releases for the games. Keep in mind the graph counts campaigns as single missions - so for example NHAT and TBP both count as 1 mission. A good year for TDM has has approaching maybe 50% - mostly we’re 25-30%. https://www.ttlg.com/forums/showthread.php?t=152494 You could also look at the number of ratings thief missions get on https://www.thiefguild.com/ vs TDM ones, but that is pretty iffy in that you could chalk that up to more awareness of the site in the thief community than TDM Out of curiosity is there a reason a thief player can’t be a new player? I kind of think a player is a player and new players would be ones who are playing the dark mod who weren't? Is there disagreement the base of players most likely to pick up the game are fans of the thief games? They are certainly the most fruitful place to find feedback on the game beyond the sphere of this forum that I have seen. When we were trying to finish up SLL there was a lot of discussion on the forums about how long it had been since there was a release for the game. I am thankful that the stats show at least some stability over the years in terms of releases for TDM, but the trend for all of the games is decline. Not doing anything is a valid response if that’s what the devs want to do - it is not possible to provide evidence that any effort will slow that inertia. As a player and content maker I would just prefer trying to find feedback where it is offered from players who were willing to try the game but ultimately could not engage with it and see if there is anything that can be done within reason to ease them into the game. The game has a lot to offer imo. All those players are potential contributors - contributions in turn attract players - it’d be nice to see the cycle go on as long as it can.
  14. In principle I like the idea of community campaign building. But the official campaign itself never really captured my imagination, not to mention it'd be hard for people to have an idea of where it's going, much less making it cohere. I scripted a Dark Mod campaign meant to introduce the districts, factions, and lore that does capture my imagination. But I'm not in any real position to ask people to build for it, and also there's still the problem that people may have different visions for it that may not cohere well. As for the "connecting mission", that might be interesting... But I'd reframe it a little, not that it has to be connecting per se, but you know, a hero or even another character from some FM in an adjacent setting alongside (or before or after) an existing FM, kind of like what Rozencranz and Guildenstern did for Hamlet, if you know about that. I think it's better to have it more open ended how an author wants to build off an existing FM than only connecting two FMs per se. That might be a really interesting theme to see play out.
  15. I expanded voting to threads over at the Thief and Dark Mod communities over at reddit ( we might get approx 10 more folks if I'm optimistic ) asw3333 voted for 3) Horror Molda_Fr voted for 1) free-for-all JazzManJ52 voted for 2) T1 style Meddlloide1337 voted for 2) T1 style Ok_Yogurtcloset4018 voted for 1) free-for-all
  16. I think we can use this script (mod) to extract all textures with specular maps, and if possible, create a map for testing. Unfortunately, I'm not yet familiar with the editor to help with this. I came here because I plan to work on textures more thoroughly, and I'm currently reading the wiki on texturing issues. In general, I'm interested in this topic. Maybe I'm not competent at all, but is it possible to make a texture have a constant reflection (yes/no) and a variable with a setting in the editor/accompanying document (?) that controls the intensity? For example, the same object/texture can behave differently on different maps.
  17. The other day I was super impressed with Reman's creation of a Thief-themed Minecraft mod. Today I stumbled on this Harry Potter mod which is equally impressive, though as far as I know still not available yet.
  18. Hello! I am going through the (painful) process of detaching some custom stuff I've made over the years from the base mod so I am not replacing so many tdm_ core files in my FMs. I'll be posting updates in here as I know a few people have used custom volta stuff in their missions. @Goldwell @Amadeus @Wellingtoncrab If you are using CUSTOM VOLTA arrows please replace this file: tdm_weapon_arrow.script - Ive updated this script with core mod changes - The only thing that's being replaced is: ARROW_ZOOMDELAY 3 // Shortened time from 6 to 3 seconds If you want to use the default 6 second zoom delay, just delete this file and remove it from your custom_scripts.script. If anyone knows a way I can change ARROW_ZOOMDELAY without overriding the entire file, please let me know asap. Thanks everyone
  19. A couple more: https://forums.thedarkmod.com/index.php?/topic/21739-resolved-allow-mantling-while-carrying-a-body/ https://forums.thedarkmod.com/index.php?/topic/22211-feature-proposal-new-lean-for-tdm-212/ https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/ https://forums.thedarkmod.com/index.php?/topic/22249-212-auto-search-bodies/
  20. Dear ChatGPT, What are The Builders in the Dark Mod?

     

    The Builders is a popular game mode in the video game community called "Dark Mod," which is a fan-made tribute to the classic "Thief" series of stealth games. In this game mode, players assume the role of builders who construct structures in a dark and ominous environment while trying to avoid detection by patrolling guards.

    The Builders game mode is unique in that it offers players the opportunity to create and design their own levels using the in-game tools and resources provided. Players can experiment with different building materials, construct intricate traps and puzzles, and create their own unique gameplay experiences.

    While The Builders game mode is not an official part of the Dark Mod, it has become one of the most popular and well-loved aspects of the game, thanks to its emphasis on creativity, strategy, and stealth.

     

    You guys did not know that, did you?

    1. datiswous

      datiswous

      Quote

      While The Builders game mode is not an official part of the Dark Mod

      Ehhh...

      After seeing 2 different versions of the Builders blocks (the mission by Jesps and an asset made by @MirceaKitsune that I can't find anymore), I'm now intriguiged about a new in-game Builder game.

       

      Btw. You should ask about maps. Because there are 2 types of maps in TDM (map file and in-game navigation map).

    2. jaxa

      jaxa

      The chat bots that can Google/Bing and pull in info to answer might actually get it right.

  21. I've been involved in the TDM community now since before we had a game, since way back when we were arguing over lock picking methods lol Finally, I'm finished with Briarwood Manor - my first Fan Mission for The Dark Mod. I've been hatching this for a year so I'm wrapped it's finally done. Briarwood Manor Crowind - made the Briefing for the mission: This is the HD version. Briarwood Manor is a old manor house built and added on to over the years which gives it it's design. The family part is the original home, and two other parts were added on later. Inspiration came from an image in the TDM Editors Inspiration thread. Available through in-game downloader. - available also in the link below. Update Version 1.93 - Fixed a few issues that surfaced, and added a sign to the Armory because people were missing it and thinking the mission was very thin on resources. Remaining Issue: - DO NOT BE SEEN BY THE STEWARD AT ALL! Update Version 1.91 - Removed an erroneous LARGE file that had accidently been in the mission blow the mission size up dramatically other assorted bugs fixed that were pointed out by the Community. Thank you Also replaced the missing script file that controlled the Drop Key which I accidently deleted. LOL Update Version 1.9 - Fixed a bug caused by roof projecting into the sleeping maids room upstairs. Update Version 1.81 - Fixed a bug caused by a faulty newspaper readable that I couldn't fix, so I converted it to a static model that is no longer frobbable. Update Version 1.8 - Fixed a problem with a patch that somehow got misaligned in the previous version of the level creating a ceiling shadow. Update Version 1.7 - Fixed some brush splitting, and a problem with the stairs. Also fixed a readable problem, and a few other minor problems. Added little more detail around the woodshed. Update Version 1.6 - Fixed problem with Crowleys Diary, and a screwed up shadow in the old well. Update: Version 1.5 - Resolved the problems with the Steward and the Dropkey. They should never be a problem again. Unless you decide to hit him, then you are going to break him from his route lol. Fix an sound issue, and fixed a problem where the player could get into places he shouldn't until the right time. lol Improved the performance for the garden area. It should be playable for low end PC's now. If you get stutter issues, drop your video settings, especially the LOD setting. With LOD set to Very Low, Fog will be gone, and detail will be dropped a lot at a distance. The higher you raise your LOD the more you get. ie at LOW LOD Fog comes back. Experiment so you get a setting your PC is happy with. You can use the console command com_showfps 1 to see what FPS you are getting. 30 and above are acceptable. Enjoy. Update: Version 1.4 - Resolved (partially the drop key issue - save before you go into Stewards room, fixed many other minor problems picked up by Abusimplea. Added a new room, made the map a bit more open, solved some of the difficulty issues people had. The map should now be ghostable. I hope. Should be added to the in game downloader within a day or so depending. https://drive.google.com/file/d/1I_-ZJDGUtK7P4-b5zsGsEcYAH0vYdgnw/view?usp=sharing If you download from this link, top right arrow pointing down, is how you download it. Click it. A few things to note: 1+ Hour of gameplay - Easy Difficulty is intended for new players. Hard/Expert for most of the TDM Community. This is a challenging map for new players. Use your tools Features a custom intro (above) and a few custom sounds, and some voice acting. Warning: This mission is not for low end PC's. The house is fine, but the garden will make lower end PC's grind. The map has been made sensitive to LOD settings. So if it's grinding you're PC drop you're LOD settings for it, then you can return them to normal once you've finished. On my Medium PC gtx 760 with Normal LOD I get 30 to 60 fps in the garden. I upgraded to GTX 1070 and get pretty good 60 fps in the garden. Briefing Video made by Crowind and I can't thank him enough. He did an amazing job of this. I was so lucky to have him do this. Cast: Voice Actors (Intro) : 1St Merchant: Crowind, 2nd Merchant: Mykel19XX Corbin: Goldwell Voice Actors (Mission): Corbin played by Goldwell, Morgan Crowley played by V-Man, Giles MacCadie (Steward) played by myself Thank you to my Beta Testers: Cambridge Spy, OldJim, V-Man, Jaxa, duzenko and Bikerdude. Cambridge Spy and OldJim did most of the hard grind in finding problems, so thank you both so much. If you are stuck or need help, fastest way to reach me is message me on my youtube channel (link bottom of this post). Use the resources you were given and you should have no problems. Otherwise post spoiler free in this thread. TIP: Don't be seen by the Steward, or he might glitch out. Credits: Crowind put my briefing text into a more thiefy style for Goldwell to voice. He also helped with refining the trailer for the mission. Bikerdude (did the coal door for me and let me use his moonbeam method) and sorted the performance side of things out and thereby taught me how to do performance., grayman for providing a script to handle the drop key (Abuseinplea for fixing it from bouncing) and grayman for solving some conversation problems. EHR+ or showing me how to do the double secret door and Fidcal for his Fidcal's A-Z tutorial for Dark Radiant. Without this starting point I would not have started. Changes 1.2 to 1.93 - Added a second way to get into the building - Dining Room and Parlour doors now pickable, to make it bit less linear - Electric Light in Lobby dropped it's luminosity from 240 to 220 Little bit darker. - Door on the landing (catwalk) is now unlocked - Spider no longer walks down to the ladder, or clips into the floor. - Opened up the level more so you can choose more how you want to tackle it; except for family rooms (top of stairs) - Fixed a graphical bug with the back stairs caused by TDM upgrading to 2.06 - Added some plants around bottom of garden wall alongside cart. I don't like seeing planes meeting. lol - Made some changes to the fog in the garden. - Fixed a problem with the newspaper that was allowing the no frobbing bug to occur. Enjoy Neon PS: Why does TAB key no longer tab? It drops to the bottom of the page. I have to say I hate this editor.
  22. http://k.min.us/jCfGA.jpg "At night, they say, the Builders' hand comes loose from his mighty hammer and creatures wander out from their hiding places while he slumbers. But tis this night, above all others that unholy vapours cloak the land with gloomy curtains and night creatures dance and sing in the twilight. I can't say I'm looking forward to my endeavors this night.... I've been given a job by a Priest to retrieve two holy artifacts from an abandoned cloister in Eldin woods north of the city, simple job I thought, but the priest failed to mention the placed was haunted." Build Time: - version 1.0 was about 5 weeks, but we are now upto version 3.11. Thanks: Respect to the Dark Mod team for putting up with all my questions and knocking up the various updates in short order!. Special thanks to Flanders and Springheel for their models and my testers for helping me squash all the bugs etc. Testers: Flanders, Jaxa, nbohr1more, Aluminumhaste, Baal,l Oldjim, Cookie, Obsttorte, lux, Mat99, AluminumHaste, thebigh Readables: Darkangel/Flanders/b1k3rdude with special thanks to Flanders for his original story.. Resource: Flanders/Springheel - art direction and models. Misc: This is a homage to the original Thief2 mission from 2001 (The Cathedral of the Damned) Download: - The latest version is now available via the in-game downloader. Info: This version has been heavily updated from the original, this came about as a result of need to be compatible with TDM 2.10+ Repeat after me, "Read and explore, Read and explore" The mission is fully l10n ready. (thanks Tels) The mission now has EFX Reverb The mission now has Volumetric Light effects The mission now uses LOD settings for different detail levels There is now a script event related to the "Curse" A few new surprises... Known issues: This mission will have less than optimal fps at a few points on the map, but most of my testers with lowish end rigs (P4/HD4650) are getting 30fps+ at the worst spots) For very low end PCs I recommend the following settings: V-sync is off, AA is off, Aniso is 4x or lower, advanced settings are simple/default & Post processing of disabled and as a last resort the command line arg ' r_skipFogLights 1 ' (turns off the fog)
  23. Author Note: This is a brand new mission and a new entry into the accountant series. There are some different than usual puzzles in this FM, so if you find yourself stuck try to think about your pathway forward in a logical manner. And if you're still having troubles then pop by this thread and ask (preferably with spoiler tags). This FM is brand new and serves as the first installment in The Accountant series, a few years back there was a small prologue style mission released however I felt that it did not represent The Accountant series so I decided to go back to the drawing board and do a whole new mission that's larger, has a better level design and has a story that lines up closer to what I plan to do with the accountant series. The mission is medium sized and you can expect between 30-90 minutes to complete it depending on your playstyle. Beta Testers Captain Cleveland Crowind Kingsal PukeyBee Skacky SquadaFroinx Voice Actors AndrosTheOxen Epifire Goldwell Stevenpfortune Yandros Custom assets Airship Ballet Bentraxx Bob Necro Dragofer DrKubiac Epifire Kingsal MalachiAD Sotha Springheel SquadaFroinx Available via in-game downloader File Size: 233 MB - Updated to v 1.1 (01.06.2018)
  24. this was a nice little mission, though just long and twisty enough to create a sense of dread! next Dark Mod update needs I fully expected the bottles to become important later, and they did. The layout was a bit tubular, especially coming back - having some new pathways open up and others close at the big trigger would have been interesting. I didn't try to get onto that first balcony because I figured I would reach it later. Well, I did but I did find it a little strange that the moon was low on one side of the house, but there was such strong light coming in windows from both sides even on the lower floor. It added atmosphere, but I kept wondering where it was coming from (since the surround area has been built up, and probably overshadows the house).
  25. Version 3.14.15926 General Changes: Added a new game mode where all AI are replaced with clowns. All loot items now make a "boing" sound when picked up. All in-game text has been translated to Pig Latin. Players now have a 50% chance of slipping on banana peels. Guards now have a 50% chance of sneezing, alerting nearby enemies. AI Changes: Guards now randomly break into song and dance numbers. Thieves now occasionally stumble and trip over themselves, making them easier for guards to catch. Zombies now wear silly hats. Level Design Changes: The player's objective is now to steal a giant rubber chicken from a noble's mansion. All buildings in the game world now have exaggerated, cartoonish proportions. The game now takes place entirely in a giant ball pit. Audio Changes: All sound effects have been replaced with foley sounds created by mouth noises. The soundtrack now exclusively features kazoo covers of popular songs. Bug Fixes: Fixed a bug where players could get stuck in a wall by crouching and jumping repeatedly. Fixed a bug where players could "swim" through the air by rapidly jumping while falling. Fixed a bug where the AI would sometimes try to speak in emojis.
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