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  1. Unity is laying off 25 percent of its staff, I read.
  2. 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.
  3. In what way has any of this been "aggressive"? I ask, because I've tried to be the exact opposite of aggressive as much as possible. If I can improve here, I'd like to know. Have others been aggressive towards you? What are you insinuating here? I ask, because it sounds like you are either displeased with me personally, with the dev team as a whole, or with mission authors. What do you think needs to be addressed exactly? Would you mind making this clear, so we can improve? If it makes you feel any better, all of the player control and movement issues that I'm aware of that can be addressed have already been addressed. So, I personally don't have anymore player control or movement changes planned at this time. Regarding this mantle speed change, I proposed it internally and created the original solution. But the final solution was a dev team collaboration, and therefore I'm not the sole contributor of this change. The core team, including myself, already addressed this change. Are those the details that you wanted to read?
  4. Looking at the code, the originals were "pm_mantle_pull 750" and "pm_mantle_pullFast 450". The new "pm_mantle_pull" value is "400". A "pm_mantle_pullFast" value of "450" would be slower than regular pull, not faster. With both being set to "400", they are at least similar. Other than that, it's subjective and the feedback from playtesters was positive. Also, referenced internally here: https://forums.thedarkmod.com/index.php?/topic/22256-movementcontrols-settings-in-main-menu/&do=findComment&comment=489158
  5. Announcing the release of the third William Steele mission! Summary Cleighmoor takes Steele inside Cleighmoor Gaol, where Warden Fielder likes nothing better than a glass of wine and some cheese, while watching a miscreant hang from his gallows. Steele is tracking down the evidence of his parents’ murder. The mission starts in the sewers, and progresses to Cleighmoor’s compound. The William Steele Missions Cleighmoor is the third of several Steele missions. Altogether they'll tell a story of corruption, greed, and revenge. At some point, I'll start packaging them as a campaign, in addition to the single missions. If you haven’t played WS1: In the North, or WS2: Home Again, I suggest you complete those before playing WS3: Cleighmoor. Download Cleighmoor is available in the in-game downloader. Problem with Suicidal AI Occasionally, someone reports that a distant AI commits suicide. Since one of the mission objectives is to kill only in self-defense, this fails the mission when it occurs. To avoid that, I've created a replacement *.map file that you can obtain here. After you've downloaded and installed the mission, create a new folder named "maps" so that you have: darkmod/fms/ws3_cleighmoor/maps/ Unzip the replacement *.map file and place the new *.map file into the maps folder. So now you have: darkmod/fms/ws3_cleighmoor/maps/ws3_cleighmoor.map This should solve the suicide problem. A new version of the mission will be released after TDM 2.05. Build Time Nearly 4 years. (This was my first attempt at a mission, and it sat on the back burners until being folded into Steele’s story.) I18n Cleighmoor is ready for translation. Thanks Thanks to the TDM team for creating a terrific platform for storytelling and stealth gaming. Thanks to my beta testers: AluminumHaste, Bikerdude, Goldwell, Xarg, Lux, Moonbo, Deadlove, and plotzzz. Thanks to Goldwell for his voice work on the conversations. And thanks to YOU, for playing! Known Issues This is a large mission. To ease the burden on older systems, consider shutting doors behind you as you go. If you experience low frame rates, please consult the Performance Tweaks page on the Wiki. Performance Tweaks 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 is disabled Anyone having performance issues with TDM missions can put the following cvars into their Darkmod.cfg file. This will improve the framerate and stutter/chop when in-game, but may increase loading times a little. image_usePrecompressedTextures "1" image_useNormalCompression "2" image_useAllFormats "1" image_useCompression "1" image_preload "1" Important This mission requires TDM 2.01 or later. The William Steele story is heavy with readables. Please try to read every readable you find. Most importantly, Enjoy! Screenshots WS4: The Warrens Steele ventures into The Warrens, a dangerous area near Bridgeport's docks. You can find it here.
  6. I read @greebo stated obj is also possible, but it has to be specified in a config file..
  7. DarkRadiant does not care about engines at all, it only cares about file formats. Whether you can use DR with your Godot-based game will therefore depend on whether your game's assets are arranged in the same way as TDM. More specifically: Your game will need to read map data from the Doom 3 .map format. If it does not, there will be no way to save your map from DarkRadiant in a form that your game can access. Export to OBJ is available but if all you want to do is produce OBJ models then DarkRadiant isn't the right tool for the job (you should use a proper 3D modelling app like Blender/Max/Maya/LightWave etc). Your game assets will need a tree of .def files defining important entities to be placed in your map, including certain "fixed" entity types which are used directly by DarkRadiant itself. There will need to be a light entity defining light volumes, a func_static entity defining a static model, an info_player_start entity to define the starting position, a speaker entity to define sound sources, and probably several others. If these entity types are not defined, then built-in features like "Create light" and "Place player start here" will not work correctly. Your game will need a tree of .mtr files defining material shaders, referring to image paths which will be resolved to either uncompressed .tga files in a textures/ hierarchy, or compressed DDS files in a dds/ hierarchy. If these material shaders are not defined, no materials will appear in DarkRadiant. DR does not make any attempt to load "raw" image file hierarchies which are not referred to by material shaders. Your game will need to define a hierarchy of 3D models in ASE or LWO format. No other formats will show up in the model selector. These models can be stored directly on disk (there is no "model shader" tree required like with materials).
  8. That sort of tone doesn't fly in our forums.
  9. 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!
  10. I would use this massive list for any fan missions, it includes campaigns too: https://www.ttlg.com/forums/showthread.php?t=148090 There are a lot of Fan Missions for the picking, I myself go for the lesser known ones and the short variety, because sometimes they hide a gem or two. Just like jaxa, I'm a bit outdated after the temporal retirement, but I do remember some amazing campaigns like "The Black Frog". If you intend to play The Black Frog, you should play the first two of the L'Arsene series missions, it's how I did it myself. Also, yes, L'Arsene are a fantastic series. The first mission of L'Arsene is a "rough draft", author was a bit new to Thief level making, but still great either way, after the 3rd you will see how his skill increased by a massive amount.
  11. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  12. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  13. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  14. In the following example (ws3), the subtitles are a bit more difficult to read: White: Yellow: Btw. your yellow pk4 still gives me white text, but the position marker circle is in yellow..
  15. @snatcherI think all the options look pretty good - I guess the only thing that occurs to me is check the legibility in bright environments? I use an off white gui pop up in the missions I have worked and in some conditions this can be quite hard to read - so it’s just a theory but perhaps the yellow might have an edge there?
  16. There can be up to three blocks and each block can contain up to two lines of text, right? Plus the graphic at the top when appropriate, correct? If that's so then the new sample attached should be ok. I take the assumption that it is not possible to measure the length of each character and have a background that fits the the length of the text and as such, I once again removed the background but now added a kind of outline (fake drop shadow). Unfortunately the current font is sometimes thick and sometimes thin and the outline would be more effective if we had a typeface with a more consistent, thick outline. Subs are displayed by limited time and the more clear the font the faster we scan the text. I know you want the background because you are concerned some words cannot be read in some situations but my main concern is about those players that wouldn't mind having subs but end up disabling them simply because they find the whole approach too obtrusive. In my sample I went from pure white text to a light grey shade. Yellow color works quite well too for the subs. I understood what you were going for but it didn't land here. I haven't thought of alternatives for the graphic but I am impressed with some of @MirceaKitsune's gui/hud work so perhaps he can come up with different ideas. EDIT: Download removed. Check this post for the latest version.
  17. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  18. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  19. 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
  20. Announcing the release of the first William Steele mission! Summary In the North is a mansion heist that takes place outside the town of Braedon, north of Bridgeport. William Steele is an adventurer from Bridgeport who has been away several years, working as a soldier/guard for one Lord Bascombe at his castle in Braedon. Lord Harckoff, a nasty fellow who lives in a renovated Builder church nearby, sees Bascombe as a threat to his shady business, and has put a price on Bascombe's head. Steele decides to visit Harckoff one night to see what he can do to prevent Bascombe's death. The William Steele Missions In the North is the first of several Steele missions. Altogether they'll tell a story of corruption, greed, and revenge. At some point, I'll start packaging them as a campaign, in addition to the single missions. Download This Mission can be obtained using the in-game loader. Look for WS1: In the North. Mission Details and Download: http://www.thedarkmo...ndetails/?id=65 Build Time About one year. Thanks Thanks to the TDM team for creating a terrific platform for storytelling and stealth gaming. Thanks to Bikerdude, Springheel, and AluminumHaste for beta testing, especially at a time when we were all busy dealing with the final phase of TDM 1.08. The Translators (Smallman, Overmann, and Sengu) are hard at work on translations for various languages, so thanks go out to them as well. Localized versions will be available after they're completed and tested. And thanks to YOU for playing! Known Issues This is a large non-linear mission. To ease the burden on slower systems, consider shutting doors behind you as you go. If you experience low frame rates, please consult the Performance Tweaks page on the Wiki. Performance Tweaks For very low end PCs I recommend the following settings: V-sync is offAA is offAniso is 4x or lowerAdvanced settings are simple/defaultPost processing is disabledAnyone having performance issues with TDM missions can put the following cvars into their Darkmod.cfg file. This will improve the framerate and stutter/chop when in-game, but may increase loading times a little. image_usePrecompressedTextures "1" image_useNormalCompression "2" image_useAllFormats "1" image_useCompression "1" image_preload "1" Important This mission requires TDM 1.08 or later. Repeat after me: "Read and explore, Read and explore". Most Importantly, Enjoy! Screenshots WS2: Home Again Steele's story continues with Home Again, which you can find here.
  21. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  22. Hi, very amazing thing you've created here. I'm running it on Arch Linux 64-bit, and some keyboard keys aren't being read properly in the Settings/Controls menu. For example, the up, down, and right arrow keys all produce "0x00" while the left arrow key produces "Alt". Alt itself produces "Enter"... the problem with this is that several keys end up doing the same thing, like the case with the arrow keys all making 0x00. Also I can't press up or down to go through previous console commands, though that's far less important. I'm using a thinkpad X230 in case that matters. edit: Using the 32 bit binary produces the same results
  23. 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.
  24. ...Alright, so I guess I automatically assumed one crumpled page equals one page to read, since that had been happening throughout it. In other words, my stupid self forgot to check if there were more than just two pages to read. Objective is VERY clear, thank you for the help!
  25. Nice. FWIW, I saw Black Parade crediting textures.com in their credits.avi. Not sure whether they've read the license, but Thief doesn't even use zip packages for content, just for storage. The whole stuff gets extracted during installation into a dedicated folder and it's fully accessible.
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