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  1. "...to a robber whose soul is in his profession, there is a lure about a very old and feeble man who pays for his few necessities with Spanish gold." Good day, TDM community! I'm Ansome, a long-time forums lurker, and I'm here to recruit beta testers for my first FM: "The Terrible Old Man", based on H.P. Lovecraft's short story of the same name. This is a short (30-45 minute), story-driven FM with plenty of readables and a gloomy atmosphere. Do keep in mind that this is a more linear FM than you may be used to as it was deemed necessary for the purposes of the story's pacing. Regardless, the player does still have a degree of freedom in tackling challenges in the latter half of the FM. If this sounds interesting to you, please head over to the beta testing thread I will be posting shortly. Thank you!
  2. Author Note: This is a brand new mission and a new entry into the accountant series. There are some different than usual puzzles in this FM, so if you find yourself stuck try to think about your pathway forward in a logical manner. And if you're still having troubles then pop by this thread and ask (preferably with spoiler tags). This FM is brand new and serves as the first installment in The Accountant series, a few years back there was a small prologue style mission released however I felt that it did not represent The Accountant series so I decided to go back to the drawing board and do a whole new mission that's larger, has a better level design and has a story that lines up closer to what I plan to do with the accountant series. The mission is medium sized and you can expect between 30-90 minutes to complete it depending on your playstyle. Beta Testers Captain Cleveland Crowind Kingsal PukeyBee Skacky SquadaFroinx Voice Actors AndrosTheOxen Epifire Goldwell Stevenpfortune Yandros Custom assets Airship Ballet Bentraxx Bob Necro Dragofer DrKubiac Epifire Kingsal MalachiAD Sotha Springheel SquadaFroinx Available via in-game downloader File Size: 233 MB - Updated to v 1.1 (01.06.2018)
  3. List of major console variables and commands: PLAYER tdm_holdfrob_* --- set of variables that affect the reworked frob controls. tdm_autosearch_bodies --- automatically take items attached to unconscious bodies on frob. pm_headbob_mod, pm_lean_* --- allows to reduce some player movements. HELPER tdm_show_viewpos, screenshot_viewpos --- embedding viewpos into screenshot for better bug reports. tdm_open_doors, tdm_close_doors --- cheats to make mission testing faster. TROUBLESHOOTING r_useLightPortalFlow, r_useLightPortalFlowCulling --- improved light-entity interaction culling. Most major effect on shadows. This cvar is responsible for causing light leaks with stencil shadows, please report all of them! (thread) r_useNewRenderPasses --- selects from several renderer backend code paths. This is similar to the old r_useNewBackend cvar which has been deleted. r_shadowMapSinglePass --- faster code path for filling shadow maps. r_useEntityScissors, r_animationBounds --- improved bounds estimates for rendered entities. r_postprocess_dither --- new dithering in tonemap postprocessing for less color banding. r_shadowMapAlphaTested --- experimental mode for alpha-tested surfaces with shadow maps, where transparent areas of texture don't cast shadows. s_realTimeDecoding --- selects code path for decoding sound samples. tdm_subtitles_* --- many cvars for subtitle improvements (location cue, duration extension, debug text).
  4. OK, I poked around a little further. At the moment, beta5 is what I have installed. testSubtitlesANSI ships with an override of tdm_subtitles_message.gui, which allows easy adjustment of textscale. The shipped textscale is set to 0.24. With that, the stray marks left of G are not visible. If you change it to 0.25, they are visible; which is evidently what your custom gui is also using. If you setaside any custom tdm_subtitles_message.gui, then the core one goes into effect. Which, for beta 5, uses a textscale of 0.24 I don't know whether we will be going with 0.24 or 0.25 for the release. Nevertheless, now that I can see the stray marks, I'll see about fixing them. BTW, with your gui, the black outline shadows have the effect of enlarging the stray marks as black smudges. Helpful for diagnosis.
  5. The real St. Alban was a pagan who became a celebrated religious personality, this All Saints Day 2010 The Dark Mod places its own spin on this mythical figure. Screenshots: Intro: "'Business' has been slow lately, even more so after most of my gear got snatched during a Watch raid... I've since been forced to hit the streets and pick pockets for a living. But my luck was about to change, last night I was approached by a red hooded figure with a proposition... As we sat down in a dark corner of a nearby inn, he told to me that the Builders of St. Alban's Cathedral in the Old Quarter had recently unearthed a discovery that might lead to the final resting place of some saint." " But before I do anything, I need to get my tools and stash from the evidence room at the local watch station." "with the hawks, doves will congregate they will drop honey from the cliffs wine will surge over the earth the sheep will wander harmlessly with the wolf then the wicked will rise, but to retribution" - 'scripture of St Alban' There is a new version out now, see the following thread St Albans Cathedral version 1.6 Build Time: about 2-3 months. Thanks:- Huge respect to the Dark Mod team for such a great mod and for all the hard work they put into it and continue to put into it. Special thanks to Fidcal, Serpentine and others for their help on the forums and to Testing:Ugoliant, Baddcog, Grayman, Lost soul, Bjorn and Baal (for doing all the Vp work in the town. Readables: Ungoliant and Mortemdesino for all awesome work on the readables. Resource: Fids, Grayman, Ungoliant - guis, models & images. Misc: Loren Schmidt - the author of the map I based the cathedral on. Info: # Like Thief2, some things are climable, pipes, wall vines etc.. You can also drop some of the keys, some door that are frobbabe mean there is another way inside - explore u taffer! # Due to TDM being a lot more of a resource hog than T2 I have been forced to limit the number of Ai in the mission, but they have better placement than my last mission. # On all difficulty levels the player starts with vertualy no tools/weapons, there are weapons to be found - read, read, read! # For the love of all that is holy, read the briefing otherwise you will problems completing the mission. Known issues:- # This mission will have less than optimal fps at a few points on the map, mid range DX9 card(X1900/GF7800) or higher required. # On low end PCs I recommend, V-sync is off, AA is off, Aniso is 4x or lower and that any and all background apps are closed.
  6. I don't have a 32-bit OS but I am able to launch the 32-bit executable on Linux Mint 21.3. I think the story is similar to what I saw in 2.10. Lots of large maps produce AAS errors on launch but seem mostly functional. King of Diamonds seems to have lots of AI that are circling or having path finding issues. On a positive note, I was able to launch "The Painter's Wife", "Penny Dreadful 3", "Behind Closed Doors", " Shadows of Northdale 1", "Not an Ordinary Guest" basically all the largest maps and no loading errors were seen and all allowed in-game play. Oddly enough both Iris and The Painter's Wife have no AAS errors and no AI path-finding bugs even though they are the largest.
  7. It casts shadows, and it is a proper point light. Not sure what else can go wrong with a light.
  8. Phew, it's almost exactly been 3 years since my first post about my VR modification for TDM. Three more versions of the game have been released in the meantime, and with them come performance improvements that I feel it's finally viable to continue my work on the VR adaptation So without further ado, head on over to https://github.com/fholger/thedarkmodvr and grab the latest release. It's based on the future 2.09 version, but is fully compatible with a 2.08 install. Although I've tried to make the VR version use its own set of resources (separate `darkmod_vr.cfg` and shader folders), I'd recommend you make a backup or copy of your TDM installation to be able to get back to the flat version cleanly without effort. Please heed the README in the repository, particularly about the choices of VR backends. Some noteworthy information for this new version: performance should be considerably improved from the old alphas. That doesn't mean it's perfect - although the CPU bottleneck is now completely gone, the game is now severely fill-rate limited. So if you have a current-gen headset with high resolution and/or a weaker video card, forget about any supersampling or AA. I also strongly recommend to stick to stencil shadows and disable soft shadows and ambient occlusion - the latter isn't that impressive in VR, anyway, and simply not worth the GPU cost. And even then, there will be some scenes in some missions where reprojection is just unavoidable, even with the beefiest GPU. That being said, I have tried a multitude of maps, and I think it's very playable. the UI is finally usable! Both the menu and ingame HUD elements are projected to a virtual screen in front of your sitting position. It's not the most elegant or immersive solution for the HUD, but it works vertical mouse movement is excluded from the VR view - this was suggested by some of you way back, and I think it makes the experience much more enjoyable. It can make it a little hard, though, to aim with the mouse for actions like frobbing items, because there's currently no visual indication to where the mouse is pointing. I'm planning to add one asap, but in the meantime, you can equip a weapon to get a vague sense of your mouse orientation. If you do want to re-enable vertical movement in the view, set 'vr_lockMousePitch' to 0 in the console. Other than that, I hope you enjoy this new version. Let me know which improvements you'd like me to work on first. Also, there are probably any number of render and other bugs still left in there somewhere. If you find one, please report them over at the Github tracker (https://github.com/fholger/thedarkmodvr/issues), so I can keep track of them. Latest Update:
  9. Hi, I'm messing around with patches to see what can be done with them, and I have a couple of questions. None are critical issues, as a matter of fact, I doubt I'd notice them or cared if I were playing someone else's map, but as I'm learning, knowing what can't be done is sometimes as important as what can be done. Here's the thing: is it possible to bevel a surface not parallel to one of the orthogonal axes, in other words, a slanted bevel? To be more specific: I'm having problems with snapping it to the grid; it doesn't want to. I mean, I have done the bevel, and it looks nice from a distance, but the slanted surface refuses to snap to the grid, which causes a visible, although small, seam (or at least I assume that's the reason.) And projecting the texture is also a bit of pain. Let's see if I can attach a picture... OK... [a few/lots of minutes later] messing around with it one side now looks much better (almost imperceptible seam, tbh,) but the other side still looks off. I still can't snap to the grid the four corners (interestingly, it's the main brush, the frustum, the one that refuses, not the bevel, which is perfectly snapped). I can snap three of the four corners, but there is always one that shifts on its own will, even when using the smallest grid. See the next two pictures, where I have the main brush and the patch selected; the dots overlap except that one. And if I snap that one, another will shift (clockwise? I think.) I mean, that's like... what, 1/3 of 1/8 of a Doom Unit? 1mm? Not game-breaking, really, and nothing that can't be hidden with some trim or just in shadows, but I wonder if there's a technique for this or what I did wrong. [Hmmm, after some thinking, I wonder if my issue was creating the original cube on grid X and then cutting the triangular corner for the bevel on a different grid size so the corners were weirdly placed... I'd have to test that out] And speaking of seams, is it possible to make a smooth texture transition from the surface of a cylinder (or ring or whatever) to its cap? See the third picture, which is the rounded base of a column. If it's not (or it takes a lot of effort or editing), then it's no big deal, as there are more important things to worry about. But if there's a quick & easy way (natural projection hasn't worked for me in this instance), it would be good to know. Thanks!
  10. Stencil shadows are more susceptible because only backfaces cast shadows. I'll bet on placebo
  11. Yeah it would be cool to see some more detailed statistics and it’s a shame they aren’t really captured. Since we are talking about fan mission platforms, where players also make the content for the game, I feel like the best thing we’ve got is you can look at the number of content releases for the games. Keep in mind the graph counts campaigns as single missions - so for example NHAT and TBP both count as 1 mission. A good year for TDM has has approaching maybe 50% - mostly we’re 25-30%. https://www.ttlg.com/forums/showthread.php?t=152494 You could also look at the number of ratings thief missions get on https://www.thiefguild.com/ vs TDM ones, but that is pretty iffy in that you could chalk that up to more awareness of the site in the thief community than TDM Out of curiosity is there a reason a thief player can’t be a new player? I kind of think a player is a player and new players would be ones who are playing the dark mod who weren't? Is there disagreement the base of players most likely to pick up the game are fans of the thief games? They are certainly the most fruitful place to find feedback on the game beyond the sphere of this forum that I have seen. When we were trying to finish up SLL there was a lot of discussion on the forums about how long it had been since there was a release for the game. I am thankful that the stats show at least some stability over the years in terms of releases for TDM, but the trend for all of the games is decline. Not doing anything is a valid response if that’s what the devs want to do - it is not possible to provide evidence that any effort will slow that inertia. As a player and content maker I would just prefer trying to find feedback where it is offered from players who were willing to try the game but ultimately could not engage with it and see if there is anything that can be done within reason to ease them into the game. The game has a lot to offer imo. All those players are potential contributors - contributions in turn attract players - it’d be nice to see the cycle go on as long as it can.
  12. Welcome to the forums Ansome! And congrats on making it to beta phase!
  13. Made it to 73+ I see I'm the only one to have ticked the 71-80 box, can't believe I'm the oldest thief left in the game, their must others lurking in the shadows.
  14. Have updated the script in Shadows of Northdale. Thank you brother!
  15. *looks at Shadows of Northdale folder* ... Yeah screw it, what's another 5-10 mb among friends? Especially when the assets look so damn cool!
  16. I use hotkeys for filters, yes. If I had to access the menus every time I wanted to hide/unhide things I'd go insane. I wouldn't toggle them on/off nearly as much as I do, and my workflow would be slower and more limited. As an example, I very often toggle visportals on/off for adjustments, or func_statics for inspecting world geometry. And sometimes I have to turn off all filters so that I'm 100% sure I'm copying or moving geometry properly, without leaving behind hidden clips, triggers, visportals, nodraws, etc. And then I have to re-hide all the things I like to keep hidden. I don't know about your workflow, but 99% of the time, I keep collisions, shadows, sky, visportals, triggers, nodraws, and also caulks, all hidden and out of my way. With hotkeys I just press alt and a bunch of keys in succession, and it takes me seconds. With menus it would take a while. There's no way I could ever not use hotkeys. I'd go completely nuts. No, I'm saying they require more work than just simply creating a layer and putting stuff in it. And if you don't put a hotkey on it, it's also more work to use. I'm not saying you can't use them for that. I'm saying they're not the right tool for it. EDIT: Keep in mind that the example above is just one example. There's all sorts of things you might want to use that functionality I suggested for. And again, layers are map-specific. If you setup filters for layers (is that even really possible?), then your filters menu will grow, and become polluted with junk that only works on certain maps. And the more you do it, the worse it gets. Back when I could used that in Hammer, I always had quite a few layers per map that controlled visibility of specific groups of objects. When you can just go wild with it, you go wild with it.
  17. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  18. As someone who tends to alert guards often and occasionally stir trouble when going through a FM, I noticed some major issues when it comes to AI realism and awareness during combat or when guards face difficult situations. Everything's fine when AI go about their usual patrols... once trouble takes place however, the illusion falls apart as guards act like they're less self aware than a toddler. Indeed AI realism can't be improved past a certain point as there's a limit to the effort the team can put into something so complex... yet I do believe a few improvements can make AI behavior much more realistic and exciting. After analyzing this issue for a long time, I decided to put it all it into a few main points... I apologize for their length as I wanted to go in a bit of detail on each one, hope folks have the time and patience to read them. Biggest issue is AI are unaware of where attacks are coming from. I recently made another thread on how I climbed on a table and blackjacked two guards to death as they sat there doing nothing, something that also happens when shooting them with arrows as guards only explore the nearby area. The issue seems to be that AI don't account for the direction a hit comes from, they only know something hit them but act as if it must be some mystical force of nature: If you're sitting in a parking lot and an asshole neighbor throws a tomato at you from his balcony, you aren't going to cluelessly investigate the road in front of you when the projectile clearly came from behind and hit you in the back of the head, instead you'll storm into the building and start looking for which of the neighbors facing that side of the road may be the culprit. Despite voice barks existing for this exact scenario, we never see AI running to get help from other AI. NPC's will do one of two things: If armed and with enough health they will attack or search for you nearby, if hurt or unarmed flee to a random location. I've never seen an AI consciously run up to another AI asking for help and bringing them to where they spotted me, even when fleeing the AI seems to go to a random location. They don't share knowledge with each other generally speaking: The only awareness AI spread to other AI is alert level, meaning NPC A becomes alert if it sees or hears that NPC B is alert too... beyond that there's no coherence or actual cooperation, the voices may indicate some form of searching together but friendly NPC's are never seen actually engaging. Another big issue is voices being played (or not played) in disconnect with what's actually going on. There are AI voices for most important circumstances but they're very rarely activated: It's a miracle to hear a guard say "someone's been hurt" or "there's a body here" when noticing someone who's unconscious or dead. What seems to happen is if AI was already alerted by another peculiarity such as a noise, they're no longer surprised by anything else and won't play the voices designated for that scenario, so they'll only mention a body if that's the first thing to alert them in any way. Furthermore AI don't actively talk with each other while searching together, everyone acts as if they're on their own and not a team. What happens after a conflict is over. For this discussion I won't focus on better permanent alerts, that has greater difficulty implications and I think I made a separate thread on it a while back. The problem I noticed is once the immediate alert has gone down, AI return to full normality and act abnormally calm: The idle voices change from saying things like "it's a quiet night" to "we've got an intruder" but that's about it. In any realistic scenario even a trained guard would be shocked after being in a fight or finding a body. Below I'll list the immediate improvements I see to those problems, which without having an understanding the code myself am presuming can be changed without too much effort: When an enemy hits the AI with any weapon, the AI should be alert to the estimate location of the shooter. If you're standing atop a tower and fire an arrow at a guard, the guard shouldn't draw his sword and look around their nearby vicinity like a fool, but instead run up to the tower where you're standing granted they can pathfind their way to that location. If the player is far away the destination should be fuzzy and a random location nearby, thus the guard won't run to your exact location but will still climb the stairs and enter a room near it. AI need to learn how to ask for help instead of fleeing to random places when not attacking. If an ally who isn't already alert can be found nearby, the scared AI should explicitly run to their location tell them where you are then have the ally either run to your location (if armed) or go to another ally to get them to your location (if unarmed). Even if an AI is already alert, finding a body or dropped weapon or broken arrow should result in the AI speaking the voice line for that circumstance, only being engaged in combat should suppress it. I'd go further and support repeating those voice lines: A guard yelling "we have a dead body" several times during the first seconds of discovery would make them appear more shocked. Similarly talking to a nearby guard shouldn't be done just once when the two first meet: When multiple AI are searching for you, they should constantly alternate between single voice lines (eg: "I bet you're right over there in those shadows") and looking at another guard to talk to colleagues (eg: "I know I saw him here keep searching"), this would be a huge improvement since guards currently act like they're completely unaware of each other during a coordinated search. Making guards permanently affected after an incident is a trickier one but a few tweaks could improve it. The most immediate solution would be changing the idle animations: Instead of stretching or blowing their noses or eating candy, AI should be seen randomly cowering or face-palming or even playing the scout animation to look around carefully. One suggestion I'd absolutely throw here: If the AI found a dead body from an ally, have them cry occasionally... I think that would be an interesting and unexpected detail, that will also get players to think and feel more about the consequences of their actions and how they affect the world. There are other ones I could get into, but some would be more difficult and likely not worth trying to solve. Most notable and worthy of at least a mention is how AI walk over the bodies of fallen friends as if they're doormats: Obviously there's no way to have them drag bodies to the side, but maybe an avoidance mechanism so they don't look like jackasses trying to profane their dead friends by literally stepping all over them could be a fix for that as well! Let me know what you think of those points and if there are other AI issues you've noticed yourself or better solutions you can think of: I'm not sure if I got everything here but I definitely believe the problems exist and we could make the world more natural and immersive with some simple fixes.
  19. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  20. Hello everyone, Bikerdude's made significant updates to this mission and it's now fully playable in 2.08. Available in the in-game downloader or Download here! We'll update the OP to reflect this. Thanks! “I usually welcome the shadows, a place of refuge for a master thief like me. However, there are dark places that even I fear. That place being the plague ward at the edge of town. Rumour has it that it was cursed by a pagan witch and its inhabitants died from an incurable plague..." Build Time: Update Build Time: Original version - 3-4 weeks. Updated version - 2 days  Credits: Flanders - Prebuilt maps and textures Readables – SirTaffsalot. FeildMedic - ghost begger (which I fixed and updated). Springheel - jack-o-lantern (gotta have them)  Thanks:- Special thanks to my beta testers: Flanders, SirTaffsAlot, nbhormore, Pranqster, RPGista, Thor, Xarg, Glyph Seeker, Amadeus, Garret42 & Bluerat.
  21. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  22. 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.
  23. 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.
  24. And shelve new initiatives for 12 months. At a glance, the below script-heavy missions are orbiting close to the boundaries: A house of locked secrets Hazard Pay Iris Painter's Wife Shadows of Northdale ACT I Seeking Lady Leicester Written in stone All it takes is a little push. Each new release of TDM comes with new core scripts and sooner or later something needs to happen. Let's hope the next "big one" doesn't get impacted.
  25. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
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