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  1. I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (v1.0.2-release): https://drive.google.com/file/d/1HYvM_u56wDB16uIlb7qgS_q3P24V69MO/view?usp=sharing Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. For 'Hard' and 'Expert' the light gem sensitivity has been increased by '1' (meaning easier for AI to detect you). Screenshots:
  2. We will look at some of this stuff, but SPOILER tags, please!!!
  3. I've applied some fixes for the 2 stealth statistics issues that I'm aware of: 1) fleeing civilians don't add to stealth score or total sighting time if they were suddenly fully alerted at a close distance. 5286 2) combatant AIs fighting you in darkness, using their sense of touch to detect your position, don't add to stealth score or total sighting time. 6186 I think these changes missed the window for inclusion in 2.11 beta build 1, so it'll probably be in 2.11b2. I've tweaked kcghost's inventory item stealth counter to show "total time seen" instead of "bodies found", which should be useful for anyone interested in betatesting.z_tdm_loot_stealth_stats.pk4 For people who can already build the latest code from source, you'll also need a modified AI scriptobject, which goes into the script folder: tdm_ai.script @Araneidae The 1st issue you described in CoS sounds like another matter than those issues I addressed. You say you never seemed to alert anyone, but the objectives considered you spotted?
  4. 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.
  5. 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!
  6. No, just that it's been first reported in this context. There was some reworking in TDM 2.05 to how stealth scores get reported for ticket 4002, which restricted which alerts get added to the stealth score. It seems the idea was to wait until the AI returns to alert 0 before deciding how much to add to the score, based on how high the AI alert went during that "alert cycle". The intention was to only count the highest alert stage, not every alert stage passed on the way. Maybe it culls too zealously. This is the code block this concerns which I believe is called whenever a mission event occurs, which includes an AI's alert stage changing: The ExamineAlerts() function, the outcome of which is used by the above code to decide whether to remove an alert from the score: So from what I read so far it seems older alert stages during an alert cycle get deleted if a new alert stage is reached within a certain timeframe. The timeframe should correspond to half the average amount of time the AI spends at an alert stage as defined in its spawnargs. Another possibility is that the variable AIAlerts from MissionStatistics.h isn't updated correctly.
  7. On a separate note, does the stealth score behave as expected now? 2.11 had some fixes regarding detections by guards in dark places and civilians.
  8. If you are looking for something that is always present, such as the FPS counter, I am afraid such thing doesn't exist. The TDM Modpack includes yet another take on the stealth stats / score, but I don't think it will fulfill your demand.
  9. It's definitely worse that this. Playing The Bakery Job, have everything except the cash box, all scores zero so far ... and the guard bumps into me, goes into full alert ... and the stealth score remains zero! So is the bug in TDM or the monitor? Figure all I have to do is walk out the door to end the mission, so I do that, also alerting the maid on the way out ... and I have a perfect zero score on mission complete! Whoops. Something very wrong here: guard in full alert mode, sword out, trying to kill me, plus civilian also in full panic, and I can end the mission with a perfect zero/zero stealth score. This is with beta -03. This is definitely a bug, though a little tricky to reproduce reliably. Will be a shame if this isn't fixable. Edit: It seems to be very reproducible: simply bump into the patrolling guard in the dark, and he goes into full alert status without updating anything in the stealth score.
  10. 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.
  11. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  12. Biggest disappointment so far is the melee combat. As others have said, it's hard to tell when you score a hit. There really is no "thwack" sound, be it a fleshy one when fighting mutants, or a metallic one when fighting bots, and they don't recoil. This is one aspect that id games always got right. You always knew when you scored a hit on their monsters.
  13. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  14. I usually skip the Mission Statistics window, but after adding datiswous' fix I took a look and found it rather confusing. I arranged some of the lines into groups and also explained that the Stealth Score is reversed for an update of my patch.
  15. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  16. Yes, a manual edit with bogus data. This is what's left for a second page (plus anything else you can think of if technically possible): Times saved: 25, Times loaded: 12 Pockets picked: 3 out of 5 Time seen by AI: 0m 2s AI KOed: 3, AI Killed: 0, Bodies found: 1 Damage dealt: 0, Damage received: 203, Health restored: 187 A third page could include the current "Stealth score details" as is today but I don't personally find any value in explaining arbitrary decisions (an alert 4 is 3 points because of reasons).
  17. 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
  18. 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.
  19. Precisely. The Mission Statistics screens are a complete mess (imho) but on the subject let's simply call it "Ghosting Score". GHOST KEEP TRYING On the next page you can have all "stats for nerds" you like.
  20. That's a fair reason for a person to not pay attention to the Stealth Score, but I think it still has value. Regarding the FM-size issue, we moved it to an additive system so it goes up forever for that reason. It's like golf. Big FMs can have big par values, and small FMs can have a small par value. I even tried to get the community to come up with par values for every FM to standardize it, and I still think that's a fun idea. The value of having the code tell you something you probably already know is because then the game is officially registering your victory, which for some people gives a nice feeling of recognition for their effort, and for others, it allows them to post a screenshot of the Score to verify their accomplishment, e.g., in a ghosting run tread. But it's a small part of the stat screen, so no real bother to anyone anyway. I agreed with all of that. I'm all for more discussion of issues an author might not have thought about. In that respect it's a kind of extended beta-testing, which is a really important part of the process making a map, and no reason in principle it can't continue even after it's been released. It's just changing something without their input that crosses the line.
  21. Raising the player's stealth score on detection of missing loot by a guard is probably too unfriendly. One argument against doing this is that this can happen long after the player has left the scene; suddenly your score would jump up by 1 or more for no detectable reason ... and there's nothing at all you can do about it. Think this kind of alert needs to be decoupled from the player.
  22. The score was originally a positive score from 0-10, where 10 was a perfect run, and it went down from there. And it turned out that so many games were 0 that people just assumed it was broken, which made it kind of useless. (It also hid the fact that busts were getting overcounted, which is why it was almost always 0 and we didn't even realize it, much less fix it, until we switched to an additive score.) Then we debated increasing it to 0-100 (where 100 is a perfect run), but the thing you have to keep in mind there is "80" will mean something very different for a 10 minute contest sized mission (where it's a really bad score) vs. a 5 hour sprawling mission (where it's a great score). So to avoid both of those issues I had the idea to make the score positive, so it can go up indefinitely. No matter how bad you are, you always get a meaningful number. And like a golf game there's a "par value" so bigger scores are okay for bigger missions but bad for small missions. So "20" just looks (accurately) like 20 in busts instead of "80" looking (inaccurately) like "80%" stealthy. When we did that, though, we kept the name "Stealth Score" because it'd already been around for like a year or more at that point. And now it's been around for like 11 years. I understand the logic of the point. "Score" sounds like a higher value is good when it's worse. But the name has a kind of inertia at this point from being around for so long too, and most people understand what it means easily enough.
  23. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  24. @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...."
  25. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

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