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Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting. Ambients from the TDM forums Gast's Eerie Lullabies Magnanimous Merry's Miscellanea Orbweaver's Dark Ambients Spadey's Ambients Radioteque's Ambients Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients. Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients. Uncle Peti's Sound Den Dragofer's Ambients - post #6 in this thread SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread Ambients from the TTLG forums Custom resources list Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality. Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient. Gigagooga's Ambients 3 Yandros' ambient loop Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever. Internet databases www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte. www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely. www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license. www.endlessascent.com - sister website of Darkwinter for non-dark ambients. Youtube Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc. #4 Void by Raffaele du Marteau & #6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet. Alacazam - a prolific Creative Commons ambients composer . Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first. Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.
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Hi datiswous, The Stats Inventory Mod is based on the good work by @kcghost and @Dragofer but implemented in a different way. Inferior or not we now have 3 different versions. Thanks for keeping the Wiki in good shape! In essence JSGME creates/overwrites/restores/deletes files and folders on demand but it also checks for conflicts among different mods and warns users when a conflict is found (I moved from plain files to pk4 not to trigger any warning). It would! Unfortunately as of today there can only exist one tdm_user_addons.script file and that limits the number of standalone mods we can have. Cheers!
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I finally gave Enderal a shot and this game is absolutely incredible. As a native german speaker, I use the original German version ofcourse, which features some really good voice acting. Almost all quest are actually quest-chains and very interestingly written. And the game has more in common with Morrowind than with Skyrim, which is a good thing to me. It could have been the perfect game, if they had described where you have to go in the quest text rather than relying on quest pointers, so that you could completely disable HUD and quest tracking, giving you that ultimate Morrowind feeling. It is an astonishingly good game regardless! As far as graphics are concerned, I modded the hell out of this game, as per usual with Skyrim. Right now, I have 60 mods installed About 10 of those mods relate to gameplay / quality of life improvements, but the rest is just graphics mods, which take my 3060 Ti down to 40 fps in some rather unoptimized scenes. Usually, I get 70-80 fps, 'though. It looks almost as good as some next-gen titles. Might post some screenies soon, if you want.
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https://www.ttlg.com/forums/showthread.php?t=152224 There is a new mapping contest over on TTLG for the Thief: Deadly Shadows 20th Anniversary and the organizers were kind enough to include The Dark Mod along with all of the Thief games as an options for making a mission to submit as an entry. The deadline is a year from yesterday and the rules are pretty open. I recommend going to the original thread for the details but I will summarize here: Rules: - The mission(s) can be for Thief 1, Thief 2, Deadly Shadows or The Dark Mod. - Collaborations are allowed. - Contestants can use any custom resource they want, though TDM cannot use the Deadly Shadows resource pack. - Contestants can submit more than one mission. - Contestants can enter anonymously. - The mission(s) can be of any size. Using prefabs is allowed but the idea is this is a new mission and starting from an abandoned map or importing large areas from other maps is not allowed. Naturally this is on the honor system as we have no way of validating. Mission themes and contents: There is no requirement from a theme or story viewpoint, however contestants might consider that many players may expect or prefer missions to be celebratory of Thief: Deadly Shadows in this respect: castles, manors, museums, ruins inhabited by Pagans and the like, with a balance of magic versus technology. This is entirely up to the authors, though, to follow or not - it is just mentioned here as an FYI and, while individual voters may of course choose to vote higher or lower based on this on their own, it will not be a criteria used explicitly in voting or scoring. Deadline: May 25th, 2024 at 23:59 Pacific Time. See the TTLG thread for details on submissions and the voting process. Provided I can make the deadline I hope to participate. It would be nice to see the entire community do something together, and expressing our complicated relationship with this divisive game seems as good a pretext as any.
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DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
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I'd like to chip in and say I think basing the script name on the archive/file name is not a good idea. Filenames are extrinsic to the mod and something you have no direct control over. Someone may unwittingly change the filename and wonder why the mod stops working. You'd be better off having a fixed script name for all mods which is, I think, what dragofer says is being considered.
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I've updated this mission to be compatible with user mods. @nbohr1moreSorry to bother you again, but would you mind updated the pk4 for this mission? It should work fine now. https://www.dropbox.com/s/taqqvw5li22tkrb/hazard.pk4?dl=0
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Just use 32bit binaries+Large Address Aware flag! /LARGEADDRESSAWARE (Handle Large Addresses) | Microsoft Learn Large Address Aware | TechPowerUp Forums
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@datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
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As i posted earlier, please enter the following command (using your locationsettings). D:\MODS\The dark mode\TheDarkModx64.exe +condump mylog.txt +quit and D:\MODS\The dark mode\TheDarkModx64.exe +seta r_useNewBackend 0 +seta r_useBindlessTextures 0 +seta r_glCoreProfile 0 +seta r_fboColorBits 32 or open explorer, navigate to darkmod folder. Then hit "File" (or menu) > "open in powershell" or "open in command prompt". To get a command window. In the new windows type the following command and hit the enterkey on keyboard: .\TheDarkModx64.exe +condump mylog.txt +quit and .\TheDarkModx64.exe +seta r_useNewBackend 0 +seta r_useBindlessTextures 0 +seta r_glCoreProfile 0 +seta r_fboColorBits 32
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The problem with a "theme" system (I think) is that it's forcing the assets into categories they may not fit well into or that don't make sense; or I mean it's forcing the mapper to think in terms of discrete "categories" at all, when that may not be most effective. Whereas a tagging system doesn't impose any "system"... Tags are completely open-ended, and could be at any level of scale or heirarchy -- you could have: bathroom-furniture, made-of-wood, Victorian, X-author's set, good for triggers, items for a bookshelf, architectural, magic, etc, etc... as tags, but not all of those categories make sense as discrete themes with other co-themes at the same level. I guess this is a longwinded say tagging more intuitively lets you target what you want without imposing a structure you have to wedge it into ... just a totally open field of tags from any walk of life. Edit: This is not to say tags should be arbitrarily specific. There should be tags of general categories too of course; even these will be the backbone of the system. But the whole point is tagging allows multiple layers, so you can use the general category tags to start your search, then ween it down with increasingly specific tag sets, whatever is best for the asset set. Some asset sets, or especially combinations, will categorize differently than others, and tagging is ok with that. Edit2: The image I have in my mind anyway is like a photo-collection tagged collection. There's an opening page with a tag cloud with the most common basic tags (general category) the largest in size and minor ones smaller, which you click on and then you get a browser with that set of textures. Then on the left hand bar will be all the tag-combinations within that set (other tags textures in the set are carrying; then in parentheses maybe the number of AND-textures it'd filter down to / OR-new textures they'd bring in), the major tags again larger or highlighted somehow, which if you click one of those new tags, it'd filter the browser to show the AND set. And maybe there's also an option so you could have an OR set and get both (or even select a new OR set from the full tag cloud), which adds new textures into the browser window, and also new sets of tags in the left-bar (the new tags carried by one or more textures in the new set). Also there's a place you could back out of a tag to cut that subset out. So you could open up & winnow down the set as you desire. It ends up a kind of way to browse through the whole collection by navigating through tag AND/OR combinations. Also there's a search bar where you could type in a tag at any time also.
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@kingsal Thanks for the interest. In Hazard Pay you included "script/tdm_user_addons.script" to load @Dragofer's Stealth Statistic Tool and that prevents players from using this file to load additional add-ons. script/tdm_user_addons.script #include "script/tdm_statistic_message.script" void user_addon_init() { statistic_message_init(); } "script/tdm_user_addons.script" comes with a useful "user_addon_init()" that gets called automatically but unfortunately we don't have an equivalent in "script/tdm_custom_scripts.script" so we cannot use "script/tdm_custom_scripts.script" and we must think something else. Unless it is decided to do without the add-on, I propose we make use the map's own script "maps/hazard_night.script" since it comes with a "main()" that gets called by the game automatically, as explained in the Wiki: #include "script/tdm_statistic_message.script" void main() { statistic_message_init(); // rest of your code } Once we do this we can safely delete "script/tdm_user_addons.script". In addition to all this I suggest deleting "script/tdm_frobactions.script" since it is not doing anything other than preventing other mods from working. ----------------------------------------------- Summing up: Replace "maps/hazard_night.script" with the one attached to this post (*). Delete "script/tdm_user_addons.script" Delete "script/tdm_frobactions.script" (*) For this exercise I downloaded a fresh copy of Hazard Pay from the built-in downloader. Happy to discuss further. hazard.zip
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I hope that is not the new TDM version. https://forums.thedarkmod.com/index.php?/topic/20784-render-bug-large-black-box-occluding-screen/
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Hello all! When I try trawling ModDB for other single player mods to play around with - I find myself faced with a wall of Command & Conquer mods all trying to do similar things - space strategy games which have the Federation fighting the fucking Death Star and other stuff that makes me weep blood. There used to be a Mod Roundup over on RockPaperShotgun.com and that was pretty great for pointing me at the odd thing either released or in development but the guy who did that has moved on. What I was playing recently was the rather great Afraid of Monsters: Director's Cut. This is for Half Life 1 - which shows you I'm still looking for mods even if they're of older game engines. http://www.moddb.com/mods/afraid-of-monsters ======= I've played Minerva Metastasis which is a pretty great bare bones mod for Half Life 2, ie. no new assets or enemies but tells a good story using the rhythm and storytelling you'd expect from a retail Valve release: http://www.moddb.com/mods/minerva ======= Just a couple off the top of my head I've enjoyed. I'm particularly interested in horror and action mods but I thought it'd be nice if people shared some things that might have feel into the cracks. And I might bump it with other things I've found, be they finished or work in progress mods. Apart from Human Revolution, nothing has lit my fire for gaming in a while so I thought I'd ask the Hivemind for inspiration. =-P
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2.10 Crashes - May be bow \ frontend acceleration related
AluminumHaste replied to wesp5's topic in TDM Tech Support
Snatched sorry for the dumb question, but you're testing this on a fresh virgin TDM right? No mods installed? -
Excellent work - it's as good as any bought game. I'm an old Thief player since the very beginning of Thief/gold/II and dark shadows. I bought the Komag disks years ago and played a lot - then Morrowind came out and then Oblivion . All my 'gaming time' has been spent making models and textures and the largest mod ever made I'm sure. My Oblivion folder is 53 gB !!! My mod is ongoing and for my own personal fun - it's too big and full of 'illegal' things - bits and pieces from other mods and games to put up for a download. I have hundreds of NPCs with their own AIs and hundreds of interiors mostly all completely different and packed with thousands of models and textures. I love clutter an example is here: [view full screen] I wonder if I can make interiors like that for TDM? I'll have to try it. I totally adore the folks who have put together TDM. 1.08 I never played with it till this last few days. It downloaded and installed like a charm absolutely no problems at all (I have Windows 7). I've played several of the downloadable TDM mods and am having lots of fun. Altho' some of the mods are quite hard to do like the Alchemist - I've never had so many guards trying to kill me all at once. I'm going to ask in another thread for a hint on this one. I joined especially to thank you the developers of TDM. So Thank you all!
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Your Electric Shock Mines have been on my radar for long time. One of your best mods, @wesp5 !
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For free ambience tracks it's as Freky said: you look around on the internet for tracks with the appropriate license to be included in your FM. Fortunately, you likely don't even need to bother doing this as a beginner as there's an entire "Music & SFX" section of the forums full of good ambient tracks for you to use if the stock tracks do not meet your fancy. You might also be interested in Orbweaver's "Dark Ambients", which come with a sndshd file already written for you.
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This post will be updated: http://forums.thedarkmod.com/topic/15755-oculus-rift-and-other-vr-headsets/?p=374161
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This was a bit of a joke from me by the way. (Maybe in bad taste). My purpose was to point out incrementalism has value in itself. No one is completely happy with the compromises in the pseudo final version we have arrived at, but it seems to be good enough. So let's all stop whining about the parts that didn't go our way before Daft Mugi keels over. I think an argument could be made that Skyrim's controls might be theoretically more optimal than TDM's adapted Thief scheme. Skyrim does have potions, readables, consumable items, and real time inventory management; if not in the official game then in some of its million mods. It seems to work well and about 10-20 million gamers are deeply familiar with it. But it would be a gargantuan task to completely rework TDM to fit that template, and it would alienate a lot of us who are used to the traditional ways. Better to take a few pointed lessons where they are most applicable and work slowly to optimize what we have inherited. But neither should we rest on our laurels. As I alluded to before, "gimmicks" like TDM's ragdoll bodies and physics object manipulation were still kind of cool in the early 2010s, but now day-they feel positively retro--and not always in a good way. It wouldn't hurt to have a hard think about what features actually contribute to the enduring appeal of TDM, versus which ones might be holding it back from charming an even wider audience.
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Extensive customization options are appropriate during the pre-release testing or early roll out of a new feature. The people testing the feature can't know yet what configuration will work best for them, much less the people making the patch. My expectation is that by the time you have to make a final decision about including this patch in the next official update of TDM, there will be a rough consensus about the optimal parameters for the new mechanics, and you will only need one toggle for the new behavior. Or, preferably, there would be no need for an option at all if we can only get over our OCD about preserving arbitrary semantic grouping in our key-bind allocations; and embrace a superior control scheme that's not designed around highlighting an old gimmick feature whose trendiness expired with the Half-Life 2 era of FPS. But that's a pipe dream. Maybe instead we can just all agree that the general>gameplay options are getting a bit crowded. Perhaps we could split some of them off into an "appearance" or "accessibility" tag. As more people make their own mods and we modernize our accessibility options it is going to become a problem regardless. Best to get ahead of it. I agree, and that is one of TDM's strengths. It borrows and combines many of the best features from the three beloved Thief games, but it also gives FM creators tools to expand their creative vision in new directions. To some Thief purists that will never be an enticing proposition. But I don't see this feature as throwing a bone to those Thief players specifically, but just player in general who are bouncing off our game because it deviates from some genre conventions for no obvious reason, which makes them think this is an unpolished product. It is true that Thief was what set these conventions, and (shockingly/s) it is mostly Thief players who are interested enough in TDM to give it a try... but our responsibility to address these problems (if we can) is the same as if AMD or Linux players were having technical problems with TDM. They are people who we want to be part of our community because we never know if one of them might make the next FM like Iris, or do something crazy-innovative with TDM that we can't even imagine!
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Yes: It could then be distributed as a mod that works universally. I may propose it for the modpack! I already did a brief test and it worked: I managed to give the player a guard head while the guard helmet was being worn! But soon after TDM would crash to the main menu, and after a few tweaks to the script even that stopped working and there's only the crash now. Likely some obscure internal issue that can be hopefully tackled in the engine. Thank you, that I shall! And the biggest issue with getting mods to work is the need for a tdm_custom_scripts.script which has been the biggest thorn in the backs of modders: I'd say either execute all scripts automatically the way all files are loaded, or if that's unsafe just allow a script carrying the name of the pk4 to be auto-executed.