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  1. I do enjoy oldschool looking games with modern tech. This one however is lacking the modern tech part. The lighting looks really boring. Should've used proper GI lightmaps or something to make it look more interesting. Compare this to AMID EVIL, Prodeus or Graven, and you'll know what I mean.
  2. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  3. The devs didn't title this thread, and @datiswous said they're attempting to mislead people by using Russell's name and a retro style to make it resemble Thief, which is cynical. I grew up on forums like I'm sure anyone who likes a game from '98 did. I actually left the Discord immediately after joining it because it was more off-topic doom-posting than anything relevant to the mod. I thought the forums might be better, but it's mostly just grown men yelling at clouds and telling strangers how mature they are, and a few brave souls actually developing anything. Depressing place, I'll just stick to enjoying new missions every 6 months without an account.
  4. True, but, 1. this thread is called "Western stealth FPS with Stephen Russell", and, 2. nothing you said changes anything for me. The gameplay still doesn't look like something I'd enjoy. And, if you really think this forum is cynical, then you don't visit forums much. Actually, the majority of the users are are pretty mature, unlike in other forums.
  5. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  6. revelator

    Free games

    shows what the old quake engine was capable of even source had roots in the quake1 engine though the renderer got updated quite a lot with shaders etc. xash3d fwgs is an opensource interpretation of the old goldsource engine and plays pretty much all the older titles not only on PC but on phones and tablets as well, it can also be built natively on linux since it relies on SDL2. The original author uncle mike long since dropped the project but the fwgs guys have made some strides in enabling the missing renderers so now it runs in both opengl and software (no d3d yet). There also a modkit enabling a more modern renderer with shader effects (XashXt) but for most parts it cannot be used out of the box with the older games (only intended for those who want to create new mods). the engine itself is a strange mix of a C based renderer and C++ based client code, the funky thing is you can actually override the engines old renderer from the clientside with something quite a bit more modern. The old renderer got updated with a VBO engine part but it turned out to be buggy as hell and was later disabled (broken flashlight / geometry).
  7. 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.
  8. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  9. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  10. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  11. 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.
  12. I have gone outside station. So... I have 6 buttons to accelerate along 3 axes, mouselook to rotate around 2 axes and 2 buttons to rotate around third axis. And 1 button to remove velocity limit and 1 button combo to brake. I suppose this is a nod to Descent (which I also did not play). Quite surprised to see such complex controls in a modern game.
  13. Also, everyone forgets about the Pagans/Wildlings; they'd need primitive lights (candles being mass-produced & 'modern') - 17th~18th century Scottish Highland seems like a close technological match...
  14. You are correct in that is a partially unfair example in that dishonored 1/2 use a lot of “modern” gui conventions like text elements, progress bars, etc for a lot of it’s interactions and telegraphs pretty clearly to the player what context sensitive action will result on frob. There is a delay on some interactions, including picking up bodies, but this is to prevent unintended inputs, not to enable something like multiple control layers. The primary function of using frob on the body is to “pick it up” ie shoulder it. No idea why this is material to an an argument that this should be the result of frobbing a body? No one is even suggesting removing this kind of manipulation from the game. The examples I can think of this kind of drag mechanic: the modern deus ex and hitman games, both of which are interactions exclusive to bodies and don’t feature shouldering as a mechanics at all, and the fine grain physics manipulation modes you see in Bethesda games starting with Oblivion, which requires long pressing the interact key on a physics object to allow you to move it around. Incorrect: TDM does not have the ability to move “anything” as physics object and all of those games have physics systems which include objects the player can move around. Also not material as to why a fine grain limb manipulation and dragging mode should be the primary function of the frob key. No one is advocating removing the feature from the game, and you can get the exact behavior you seem to want by disabling the hold commands in the main menu.
  15. 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/
  16. I'm happy to present my first FM, The Spider and the Finch. There may be a spider, but no ghosts or undead. It should run a couple hours. It's now available on the Missions page or the in-game downloader. Many thanks to the beta testers Acolytesix, Cambridge Spy, datiswous, madtaffer, Shadow, and wesp5 for helping me improve and making the mission to the best of my abilities. This would not be have been possible without Fidcal's excellent DarkRadiant tutorial. Thanks also to the many people who answered my questions in the TDM forums. Cheers! 2023-12-13 Mission updated to version 3. Fixed a bug where the optional loot option objective was not actually optional. Updated the animations for Astrid Added a hallway door so the guards are less likely to be aggroed en masse.
  17. 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!
  18. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  19. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  20. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
  21. Anyway, Linux is backburner until I get TDM support release-ready and an AL public release is out. AL on Linux would be awkwardly in between worlds, supporting 4 games that must run on Wine, and one game that's native. That sounds like a headache any way you look at it. I know some people have been able to run AL on Wine, but from screenshots I've seen it doesn't even look right, some of the GDI drawn stuff looks janky without the high quality scaled filter it's supposed to have, and dark mode doesn't fully work either afaik, etc. So I don't think AL on Wine is that great a solution in the first place, even if it could interface with native TDM. Now, AL as it stands is stuck on Windows - and WinForms at that - because of the need for the RichTextBox (WinForms has the only acceptably performing one). Making a native Linux version would need a cross-platform UI, so Avalonia or something else as long as it does theming and a virtualizable datagrid I guess. And then I would have to remove rtf support for that version, and then interface with Wine for Thief but native for TDM. Like I said, sounds like a huge headache. However, a separate Linux app that only supports TDM but otherwise has all of AL's functionality would be MUCH simpler to make. AL's code is already modern-.NET-ready except for the UI, so I would "just" have to learn Avalonia or whatever, and then simply copy AL's code wholesale and rip out anything not TDM-related (which is a large portion of it). That would lessen the "one-stop shop" factor, but would still be way more feature-rich than the in-game mission manager. But that's for the future if I feel like taking it on. For now, I'm just going to get TDM working at a public release level for AngelLoader and offer my sincere apologies to Linux users.
  22. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  23. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  24. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
  25. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
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