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  1. 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.
  2. 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.
  3. 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
  4. Is that Thief Gold or Thief 2? Make sure you do the following: Install Thief Gold. Start Thief Gold one time, if you have it on Steam, so that it creates/updates the install.cfg. Install TFix (preferrably the Lite version, as, obviously, some mods don't play well with the full TFix with mods). Set up Thief after that, resolution, control scheme etc. Then open the cam_mod.ini in the Thief Gold root directory, and remove the ";" before "fm" in the "always start the FM Selector (if one is present)" section. Next time you start Thief Gold, it should show you the FMsel loader (and, hopefully that error message is gone), which lets you load the FM.
  5. Sometimes when I try to post comment in bugtracker page that I opened days ago, bugtracker says my session is expired and my comment is lost.

    I have discovered plausible workaround. When I see expiration message, I open browser's dev tools, go to network tab and refresh page. Then I select POST request and copy my text from its content.

  6. 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.
  7. 1. Instead of Hide Lightgem I would say Show Lightgem and default it to yes. 2. Currently the last changed setting stays highlighted. I would set it to only highlight when hovered. 3. Instead of having both Enabled/Disabled and Yes/No, maybe choose one and stick to that in the whole settings section? Hold-Frob Interact Short delay Open doors on unlock Disabled Auto-search bodies Enabled Pickup messages Enabled Higlight held objects Enabled Lightgem Enabled Bow: Attached aimer Disabled Blacjack helper Enabled Frob helper Fade in Head Bob 1 Mantle roll 1.0 Possibly make the setting text color red Disabled / green Enabled ? I think the term Mantle roll makes no sense. It's not like you're rolling while mantling.
  8. Aw... I had hoped to get to beta test this! Had the thread open but took too long in the end, sorry about that. Congrats on the release, will likely be the next FM I play, can't wait to give it a go!
  9. My new mission, A Night in Altham, is available. We are already up to version 2! @Dave the Tafferfound an problem that deserves a fix, so here is version 2: https://www.dropbox.com/scl/fi/y4r1dmziuq6clh2im3qz1/altham2.pk4?rlkey=m3cv5v6v70lxbc9xha61nuxoj&dl=1. I will ask @nbohr1more to update the databases. Thanks to JackFarmer (alpha testing and custom ambient music) and the many beta testers (jaxa, Shadow, wesp5, Cambridge Spy, thebigh, datiswous, Mezla, MirceaKitsune, Melchior, Acolytesix, TheUnbeholden, prjames, Bergante). Thanks to @peter_spy for his beautiful Builder Compound assets. This is a large mission, so be ready to take some time. I recommend that you do named saves occasionally (I actually implemented auto-saves for this mission, but it was causing crashes on Linux, so I removed it). This mission has a lot of keys, so it implements a key management mechanism. Keys are removed from the game when no longer needed. This includes when you use a key to open a door, or if you pick a door/lock that also uses a key. Most keys are automatically removed, but there are a couple that aren't (for example, if they open up more than one door). In a certain area, this mission uses the Keyhole Peek feature of TDM. Typically, this is when you lean forward (F key) into a door keyhole and you can see into the next room. But in this case you don't lean into a keyhole. It's a hole of another kind. It's an unconventional use of something that isn't used a lot in TDM; hopefully the mission context will make it clear when to use it. The mission does not use Keyhole Peek for regular doors. Be aware, there is a known problem on Linux, where the peek feature can cause a crash. Peeking is not required for mission completion. This has been tested on TDM 2.11a and the current dev build of 2.12 (dev16854-10518). Scary things warning: Difficulty settings make a difference. Things that are affected by the difficulty level: Enjoy!
  10. Our friend Skacky ( and his team "Feuillade Industries" ) has released a full sized Thief expansion \ campaign "The Black Parade": https://www.moddb.com/mods/thief-the-black-parade t is finally here! After 7-ish years of development, The Black Parade is finally released. So, what awaits you in this campaign? - 10 huge, open-ended and meticulously crafted missions with varied themes packed with content. - A brand new protagonist thrown into a dark, intricately woven story of crime and conspiracies. - 4 new tools happily supplied by the undermarket, at a price. - Many tweaks to the AI to make the game a bit more challenging but still fair. - A brand new "banter" system where AIs greet each other during their rounds and nightly life. - 28 voiced characters totaling roughly 1,800 new lines of dialogue. - 30 minutes of gorgeous hand-drawn briefings and cutscenes. - Brand new AI motions making the denizens of The City look more alive. - Full English subtitles. In The Black Parade you play the character of Hume, a hardened criminal who was sent into exile as a punishment for his crimes. The year is 833, you are now back in The City, a sprawling metropolis of soot-caked brick, greasy fumes and noisy machinery, with many a sinister conspiracy whispered behind closed doors. Lost and without a penny to your name, you are back to your life of thievery and must find your old associate Dahlquist. Shadows and silence are your allies. Light is your enemy. Stealth and cunning are your tools. And the riches of others are yours for the taking. The Black Parade aims at being a love letter to Thief: The Dark Project, and we hope we succeeded! It is recommended to have played through Thief: The Dark Project and/or Thief 2: The Metal Age at least once beforehand, since these missions are overall tougher than the base game. The Black Parade also comes with a few tweaks to the classic Thief gameplay formula: - Hume is not a Keeper and thus never received Garrett’s training: AIs will now notice you if they bump into you or vice versa, sometimes even in a perfect shadow. Be careful! - Hume can move banners aside instead of having to slash them. - Hume has additional footstep sounds for chains and pipes; these are metal sounds that aren’t as noisy as regular metal (about as noisy as stone/wood). - Water arrows can now be used to expand moss patches. - Servants will re-light extinguished torches on higher difficulty levels. - Servants may clean moss on the floor if they notice it on higher difficulty levels. - Zombies now smash wooden doors open instead of simply opening them. - Electric lanterns carried by guards can be turned off. - A few guards in the campaign are outfitted with heavy armor and helms so they cannot be knocked out using the Blackjack. - Hume can pick up small creature corpses such as spiders or sweels. DOWNLOAD (912 MB) MIRROR 1 MIRROR 2 Here is a very handy guide by nicked on how to set up Thief Gold for Fan Missions. !!!IMPORTANT NOTES!!! The Black Parade requires NewDark 1.26 or above! Make sure you use the latest version of TFix/TFix Lite before playing! The Black Parade should be launched with FMSel, NewDarkLoader or AngelLoader. It is not recommended to launch this campaign with DarkLoader or GarrettLoader. Note that mods such as Thief Gold HD Mod, NecroAge or Enhancement Pack are not compatible with this campaign. Remember that this is a campaign for THIEF GOLD, not Thief 2! Known issues: - Due to the complexity of the missions, there can be cases where some NPCs might get stuck walking against walls. There is unfortunately not much that can be done about this. Happy 25th anniversary to Thief: The Dark Project, and have fun taffers!
  11. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  12. Played Grounded difficulty a couple of times and could not get past the school in Bill's town. My first attempt I got stuck on first entry into the school. I couldn't sight the bow properly and I now think that was a glitch or a setting I couldn't figure out because this second attempt it worked normally. Oddly, whereas in easier levels I seem to get two uses out of each arrow, in Grounded it seems randomised and a new arrow might get 1 to 3 (more?) uses. I definitely got three uses. Anyway, this first area in the school took a lot of stealth takedowns every one of which needed a lot of trial and error because of the need to preserve ammo etc for the Bloater in the next area - and that's where I'm stuck. In lower levels, I always enter the gym with 3 nail bombs, 3 molotovs, and plenty of shotgun shells. I'd typically lob all or most of the bombs and molotovs at the Bloater right at the start and then run round like hell waiting an opportunity to blast it with the shotgun. In Grounded, despite HUGE effort to preserve resources, all I have left is 1 nail bomb, 1 molotov, and 6 shotgun shells. I also have just enough resources to make EITHER a health pack OR another molotov. That's when I discovered my health was near-zero! I gave it a lot of thought and decided I'd have to restore my health. So 1 bomb and 1 molotov. I knew this wouldn't work. Sure enough, I ran out of ammo pretty quick and died from a single hit. Has anyone ever got past this scene with 1 bomb and 1 molotov (on ANY level?) Presumably it must be possible because it seems impossible on Grounded to ever get enough resources to have more than 1 bomb (the one Bill gave me) and maybe 2 molotovs (the first one found on a corpse.) Believe me, I scrape the barrel for resources in EVERY scene and there is almost NOTHING anywhere! Every single bullet is precious. And almost no shivs so none ever to spare to open doors so how much resources did I miss that way? All I can think of is a crazy race run perfectly and never taking a hit and hoping to pick up dozens of shotgun shells from bare-fist punching of runners. This sounds near-impossible. (Although Bill did finally get off his fat arse and kill 4 infected in the final surge outside just before climbing that bus to get in the school. (I did that by racing around madly for a long time then suddenly forced to bare-fist a runner I was astonished to find it was the last one!) Maybe if I could survive by running round the gym he'd take down the Bloater? There are far more difficult battles beyond this so I doubt I'll bother.
  13. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  14. 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.)
  15. 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.
  16. Sorry, but that is mechanically impossible. ^^ I am going to assume that you didn't mean the Hold-Grabber, but the Toggle-Grabber on Short Press. To that, I would like to raise two comments: There has already been a huge discussion about this topic that I didn't partake in. I only see the result of this discussion, which is the current implementation, and I wouldn't feel comfortable to just ignore this and do something else. What you are asking for is not a simple extension, but a different code-path, which makes things messy, and the frob-code is already quite messy as it is. I understand where you are coming from, but please understand that I don't feel comfortable to go through with it. Also, our lead dev also has a say in this and I doubt he will be happy to open up more code-paths. You still have the original control scheme to fall back on, if it is so important to you to have the Toggle-Grabber on short press.
  17. 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/
  18. 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.
  19. I'm seeing the weirdest thing on my map, not public yet but I have the case for testing: Not only does the light leak, and it does so even as I've textured the walls with shadowcaulk... a light actually leaks only while the door is closed, once I open it the undesired light goes away. It's the glow on the left side of the door and little triangle it casts on the floor in front of it. I think it might be the light at the right shining through though, not sure if it's the light in the newly opened room. The interesting thing is opening the door makes it go away, also using shadowcaulk over mere caulk doesn't seem to matter which is quite odd.
  20. With my method, you get the results for all the successful matches back in a convenient single temp file (i.e., tabbed pane); each match is a single line, that you can examine and, if of particular interest, click on to open the relevant file in a separate tab within Textpad. I'm not sure that 7zip->Textpad would deliver the same convenient summary, even if it might spare having to pre-expand the .pk4 trees.
  21. It has a plugin system, but if you are happy with textpad, then no reason to switch I guess. Actually it doesn't matter, you still would have to open 7zip and then probably open every file seperatly. This isn't worable in your case. But I think you should be able to open seperate files in Textpad this way, because 7zip unzips it temporarly and passes the file to the default external editor (I think), so the editor (Textpad) doesn't need to read inside the pk4 file.
  22. There is exactly one - quite overused Wall mounted Oil lamp (in bronze and Rusty bronze oooh). Its an indoor lamp fixture, used outdoors and as its a 'fancy' design - often in areas of lower-economic means too. It just looks 'wrong' in many outdoor places. While I'd believe there is a Guild / Utility monopoly that mandates all same-age electric lamp fixtures to be exactly the 'same'...Mass-produced metal things can be hammered out by any Half-Ape Tinsmith with Metal-Shears and a Hammer, 3 an hour. Just look at these random examples; These are a mixed assortment of 'Whale' Oil , Coal-Oil & Kerosene; Lanterns. They work mostly how you'd expect - except the outdoor models ARE weather-proof, meaning the glass doors need to be open to be affected by water arrows / snuffed-out... Also this; a Gimbal equipped Oil-lamp, could present quite the challenge as even IF it gets knocked over / tips - it stays burning!
  23. Open console, type noclip, fly to empty area, type noclip again. Losing progress isn't necessary with access to dev commands
  24. Just finished this. One of the easier missions except in that nightmare realm. I couldn't find all the loot for a change. But that might me a positive since many people might be looking for a challenge. The loot was definitely a warm welcome from me to not know they the heck I can open certain doors and get around the environment outside in the floating space between realms. Of course there was new assets galore in this which I sppreciated.
  25. Thanks for the detailed answer @Geep. I thought I might ask too much, because it was getting a little over my head. Good idea, although I think if you use 7zip for example, you can select "open in external editor" or something, and it will open in the default external editor. When I'm on a Windows pc it opens it in Notepad ++ . Maybe I should check out TextPad.
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