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  1. What I understood is that the idea of TDM was born from that it was unclear if T3 would get a level editor at the time. Source: https://web.archive.org/web/20050218173856/http://evilavatar.com/forums/showthread.php?t=268
  2. This one is really essential: https://www.ttlg.com/forums/showthread.php?t=138607 Should work fine with the GOG version.
  3. 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.
  4. Thanks for playing and the kind feedback re: the bugs: the brew tank is a new one - thanks for that. Will add it to the list for any future update. the bow: I think that's a TDM bug. I experienced it as well, but only the early days of developing the mission so I thought it had gone away, but I guess not: https://forums.thedarkmod.com/index.php?/topic/21345-210-crashes-may-be-bow-frontend-acceleration-related/ the keys on the guard: never did get to the bottom of that one as I could never reproduce it.
  5. Thanks! Hint for the safe code here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=485264 Actually, it's probably time I added these hints to the original post....
  6. TDM probably needs to be run under gdb and BT ( backtrace ) to gain the most detail, but we might be able to start with increasing the darkmod log verbosity: https://wiki.thedarkmod.com/index.php?title=Reporting_Problem Just to be sure, please try deleting the mission and re-downloading it using the in-game downloader. If anyone Linux users are donwloading from Github they may be encountering the same problem I saw where the paths became the filenames. Likewise the original in-game version had two erroneous files so we need to make sure the latest version is installed and that version is via the in-game downloader.
  7. I never realised Bill Gates was a member of these forums. Welcome to the community! I hope you enjoy The Dark Mod. Perhaps your Foundation could help pay for the server hosting or fund the development of some new features?
  8. well if i understood it correctly the library sources were the last official ones until newdark. not sure if you just yank them into the thief 2 source overwriting the ones there but this seems to be the case as the makefiles despite a few changes seem to be comparable to the ones in the thief 2 source and they lack a main project. For a first try it would probably be best to install msvc 6 in a virtual machine under xp or win2k and have a go at building it there. you would probably need to adjust some of the paths in the makefiles as they seem to point to specific drive letters and directories for building.
  9. Thanks! The file paths thing is strange - might it be something on your end though? It's never been a problem for myself or any of the testers in any of the FMs I've done and they've all been distributed via Github. If I have to do an update I'll get you the file some other way, as the repack step just adds room for error.
  10. I have fixed the package on the mirrors. For some reasons Github was renaming files to their file paths when I downloaded the package from there so had to repack the mission but I must have overlooked these. ( sorry ) I'll have to see whether different browsers behave differently but even now if I try to gather the package from github it is a mess of filenames that are supposed to be file paths.
  11. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  12. Yeah, that is a pain in the butt. The main problem with multiple input folders is that you really want to be able to specify relative paths on the command line (i.e., not just absolute), but then reformulate the paths into the form that TDM wants in the sound shader. I tried to code that earlier, and ended up with a real mess. One of those situations where the more you try to fix, the worse it gets. So I abandoned that attempt. What I could do instead, fairly easily, is to provide another command line option that would let you specify a starting number greater than 1, so you wouldn't have to separately renumber. EDIT: See next item.
  13. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  14. You can try my alternative footstep sounds package which addressed the things you described together with a lot of other footstep sounds both for player and AI if you want to. https://forums.thedarkmod.com/index.php?/topic/17631-new-footstep-sounds/
  15. Mods can this moved again? @Acolytesix- can you make sure you post in the beta thread instead of this one please (this one is public, the beta thread is only for logged-in forum members): https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  16. sure - I would only ask that you follow the thread to make sure you don't report stuff that has already been mentioned: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  17. IMO there's some benefits to using "" around paths, one it permits you to put spaces in your paths (thou I don't recommend that at all), second it breaks your paths into easier strings, for the text parser to read/deal with, it also help us visually distinguish what's is what better. They aren't a rule you can ignore them but imo using them maybe decreases the probably of parsing errors. About lower case, I'm not sure but unless you are comparing strings, I don't think the parser itself cares about the case of character in a string. Thou because of portability to linux and other OS's idSoftware recommended, no spaces in folder names and no higher case letters in a path, the engine even has a warning message just for that. But like you see above, even I forget that sometimes, is why I have plenty of warnings about non portable paths in the console!
  18. Are all the files and folders lowercase? Probably. I was wondering something. TDM's core skin files all have "" around file paths, but you don't see this in material files and on the skins wiki it is also not really mentioned as necessary. Whould it matter to include or not include them?
  19. Are you sure that's the materials' names? Usually materials that use textures from the props folder dont have paths in their names. You can look them up in the DR media browser or in the model chooser for that model.
  20. heh i was thinking the same though it might just have been a glitch when writing the names are pretty similar. But for correctness it is called the dark engine and the newer version that allows us to run these beauties on win10/11 is called newdark. newdark is kinda interresting as it just suddenly popped up on a french forum some time ago by an anonymous developer with the alias le corbeau who allegedly got his hands on the original source code and started updating it for modern OS. this was the original thread i believe -> https://www.ttlg.com/forums/showthread.php?t=140085 bikerdude was on that forum to when the patch hit i noticed hehe.
  21. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  22. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  23. And what a treat it was! Everything about the mission was most enjoyable from start to finish. I can tell lots of passion and care went into making this map. It shows. The mission is very atmospheric and impressive in all aspects I can think of. Verticality, several paths leading to your goals, extra objectives, hidden loot, impressive sound and visuals, tight stealth, and a gripping storyline. Instant classic. The craftsmanship is sensational, with many new assets to make the mission very appealing to the eyes. The visuals are particularly stunning once you do the thing. The story was engaging also, with lots of readables to help the player unveil what was happening. It starts as a possible murder mystery in the making and turns into a murder mystery with a twist. I've got to give props for the writing, really. The characters came to life through their notes and journals and I really liked finding out their motivations and hidden agendas. Completing the mission took me a bit over 4 hours, missed 1k loot, so there is another reason for me to replay. I did encounter a few small bugs, though all have been mentioned here already. The mission ran very well with all settings maxed on my old GeForce GTX 1660 Ti. No noticeable FPS drops or stuttering. You did a great job at optimizing it. Thank you!
  24. We will look at some of this stuff, but SPOILER tags, please!!!
  25. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
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