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  1. Hi everyone, I hope this is the correct section (in the Fan Missions section there are mostly topics by mission authors on their new missions). I started playing TDM a few years ago, I completed and replayed a lot missions, but I still have to play a good amount of content, and I would like to find the names of two specific missions... Can someone tell me the name of the mission portrayed in this screenshot and the name of the mission portrayed in the background image of the main page of the TDM website? Thank you in advance.
  2. DarkRadiant 3.9.0 is ready for download. What's new: Feature: Add "Show definition" button for the "inherit" spawnarg Improvement: Preserve patch tesselation fixed subdivisions when creating caps Improvement: Add Filters for Location Entities and Player Start Improvement: Support saving entity key/value pairs containing double quotes Improvement: Allow a way to easily see all properties of attached entities Fixed: "Show definition" doesn't work for inherited properties Fixed: Incorrect mouse movement in 3D / 2D views on Plasma Wayland Fixed: Objective Description flumoxed by double-quotes Fixed: Spinboxes in Background Image panel don't work correctly Fixed: Skins defined on modelDefs are ignored Fixed: Crash on activating lighting mode in the Model Chooser Fixed: Can't undo deletion of atdm_conversation_info entity via conversation editor Fixed: 2D views revert to original ortho layout each time running DR. Fixed: WX assertion failure when docking windows on top of the Properties panel on Linux Fixed: Empty rotation when cloning an entity using editor_rotatable and an angle key Fixed: Three-way merge produces duplicate primitives when a func_static is moved Fixed: Renderer crash during three-way map merge Internal: Replace libxml2 with pugixml Internal: Update wxWidgets to 3.2.4 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.9.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep creating Fan Missions! 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!
  3. Interesting idea. Not sure about my upcoming time availability to help. A couple of concerns here - - I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles. - There are indications that #str is becoming unviable in FMs; see my just-posted: https://forums.thedarkmod.com/index.php?/topic/22434-western-language-support-in-2024/
  4. 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.
  5. I was wondering when you plan to include these subtitles + the ones I made for The Heart of Saint Mattis . It didn't work out that way, but still impressive. 5 missions in 6 years.
  6. Absolutely loved this mission, great job. I immediately recognized the minimal piano key track once you get inside- is that from Thief 3? I want to say it's from the seaside manor mission in T3, but maybe in another part of that game? Let me know, now I'm super curious. This is one of my favorite missions recently!
  7. Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!

    1. Show previous comments  1 more
    2. The Black Arrow

      The Black Arrow

      Damn, 7 Sisters, wasn't that one made by the late Lady Rowena? I have to play it, I remember playing it right after she died and I didn't even notice, those news disturbed me enough not to play 7 Sisters for the time being.

      Very sad that she died, she made one of the very best FMs out there. My very first FM was one of hers even, Lady Rowena's Curse.

    3. SeriousToni

      SeriousToni

      Yeah I still remember her too and the Seven Sisters FM...

    4. demagogue

      demagogue

      Now I remember what the other FM was. I wanted to have part of mine set in a hospital, and T2X, which came out right afterwards too, had a level set in a hospital. After that experience I thought for most ideas you have, someone is going to have thought along similar lines. But the thing is people can have their own takes with the same idea too. So I think it's okay to have the same idea played out, if you give it your own spin.

  8. We get it, you don't like the mission. No need to stamp it into the ground. This is total nonsense. There are much larger missions than this with more story and they get good reviews.
  9. Yet another breaking change, I'm afraid: 6346 Sounds have a bunch of parameters: minDistance maxDistance volume shakes soundClass The base value for each parameter is set in sound shader. However, it can be overridden with a different value in spawnargs (e.g. "s_volume" "-10") or in C++ engine code with SetSoundVolume (used extensively for footsteps). Unfortunately, Doom 3 engine has a special case: setting some parameter to zero means it will not override the base value. So there is no way to override sound volume with 0, because setting zero would mean "use value from sound shader", while setting 0.1 or -0.1 would mean "use volume = 0.1 or -0.1". This behavior causes confusion. It is especially bad when volume is set programmatically, because e.g. volume of player footsteps is computed as a sum of many modifiers (run, crouch, creep, in water, etc.) and it is hard to be sure you don't get zero sum in the end. The idea is to fix this mess and add a "don't override" special value in the system. Speaking of spawnargs, it would work like this: "s_volume" "13.4" = override with value 13.4 "s_volume" "0" or "s_volume" "0.0" = override with zero "s_volume" "" (empty string) = don't override Right now there are tons of zero values set in these spawnargs. It is not clear where the author intended to override with zero, and where he wanted to drop inherited override and use base value. I guess for compatibility reasons I'll have to replace spawnargs "s_volume" "0" with "s_volume" "" in all missions.
  10. In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
  11. The King of Diamonds Info Summary: Your accomplice is in over their heads and needs your help. It's the end of winter and the streets are quiet. Taverns, city watch, graveyards and pipes... you might even encounter a diamond! Build time: about 6 months Type: City FM/Exploration Size: Medium Completion time: 30 mins - 3 hrs, depending on how much you're willing to explore! Download http://www77.zippyshare.com/v/Z1fZy41Q/file.html - Zippyshare https://www.dropbox.com/s/428jkpoi14544pd/kingofdiamonds.pk4?dl=1 - Dropbox Available via the In-Game Mission Downloader! Screenshots Notes This is my first TDM FM, it came about from me learning how to use the editor and all of its different features. No doubt, you may see the variance in quality between the FM's different sections. Have fun figuring out what I built first and last, hah. For the most part, I focused on exploration and interesting readables. You'll find that you can complete the main objective in about half an hour, if you know what you're doing and that's perfectly fine, but if you're not getting lost and exploring, you're missing out! Big thanks to Bikerdude for his help throughout the beta-testing phase of this FM - fixing a lot of performance hitches, putting some bells and whistles and introducing new spaces that allowed me to expand greatly on the FM's readables and objectives. Without those, and my beta testers' further suggestions, this FM would be decidedly more boring! Acknowledgements Mapping credits: Bikerdude - Re-visportalling half the map, SE Maketplace, Graveyard, Bell Tower, SW street, misc. Spooks - the rest. Readables: Spooks Voice work: Goldwell, Bikerdude, Spooks. Beta testing: Aosys, AluminumHaste, Goldwell, Oldjim, nbohr1more Lute songs from No Honor Among Thieves. Breath script from Business as Usual. Technical Info Version 1 Last Updated: 13/05/2016 This mission has a very open layout. Even though a lot of care was taken to ensure performance would be good, it's bound to fluctuate at long view-distances. If you have an average computer expect some dips to the 30s. You have my apologies for that.If you're having FPS troubles, try setting your LOD Detail menu setting to Low. Numerous objects will have their shadows disabled, which may improve performance somewhat. I also recommend typing tdm_lod_bias_changed in the console when you're in-game, just to make sure all LOD entities have been activated.This mission does not support localization out of the gate.This mission requires TDM version 2.0.3.FAQ Stuck somewhere? I've some hints for you in the FAQ section. Enjoy playing and remember to be kind to Birdie!
  12. If all written strings were kept in XD files, the process would be easier. We shouldn't need map edits for this. The current system makes mission updates a real problem to the point that only long dormant missions are viable for translation.
  13. The Alchemist is a full-size city and mansion Dark Mod FM, the fourth in the Thief's Den series in which you play Farrell. It follows on from Heart of Lone Salvation so you should play that first. The main build of this FM was by Sotha who was unable to continue work on it. I (Fidcal) could see the potential so completed it, somewhat roughly and quickly, so it could be enjoyed rather than abandoned. Even so, it exceeded my original estimate! Read the notes below while you ... DOWNLOAD HERE. (27MB) Sam's death hit me hard and I've not been feeling so good. I'm worried I didn't get rid of the Heart of Lone Salvation quickly enough. I don't want to end my days like Martha Edridge. A health potion is too weak; I need something stronger. Only a holy healing potion will lift a curse so I need to find a good alchemist. But the city watch have been tipped off and the district is alive with guards searching for any intruder they find on the streets. I have no choice: I must get that potion... This FM needs Dark Mod Update 1.02 or later. TIP: You cannot drink the holy healing potion if you are perfectly fit! As said in the briefing, the city watch are already ALERT right from the start and much more likely to notice you in the dark. You'd better be ready to move! ALLOW 2 TO 4 HOURS PLAY FIRST TIME AROUND Players with low end machines will find this slow in some places especially when there is an alert. Hide. Let things calm down. Closing doors behind you may help. In Dark Mod some glass is breakable using any weapon. It may require several hits. But there is also toughened glass which cannot be broken. Only one way to find out which is which! Do not use Esc during the briefing or the cursor becomes invisible. (You can still select blind though looking for highlights.) You can skip the briefing with the left mouse button. If you miss anything you can use the back button to show it again. Above all, Enjoy! [EDIT] updated with debugged combination lock script 5 June 2010. If you had a previous version installed make sure it is totally removed first, ie, doom3/alchemist and darkmod/fms/alchemist. [EDIT] If you get strange crashes there is a known bug caused by the spiky balls. This is fixed in Dark Mod but I think not released until 1.03. Try my patch from http://www.fidcal.com/TEMP/alchemist_patch2.zip It makes the spiky balls passive - they don't do damage - but apart from that no difference. Close Dark Mod Unzip the patch into your game folder doom3\alchemist Start the FM afresh, don't use earlier gamesaves.
  14. I don't understand this. When I download a mission, I can still download and update the translation files for it using the build-in mission downloader. Also, the language packs are downloadable for the missions that have them. Nobody is making these language packs though. Not sure why. I heard the translation conversion script is hard to use. I only know 2 languages and there's no need for language packs in one of those (Dutch).
  15. The TDM Unofficial Patch is a personal project of mine to modify some small details that annoyed me in the core game. It wouldn't be possible without many others, so thanks to the whole TDM community for discussions and help, but especially to friendly modders who directly contributed code for it, like Obsttorte, Dragofer, Kingsal, Goldwell, Destined, and snatcher! You can find it under the link below and while over the years there was little progress, in recent times many things have been improved that I never even thought of when I started and some might be worth to be included in the core game. https://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-unofficial-patch Version Changelog: ------------------ v1.7 20.08.2022 ---- Made loot icon change right back to last tool icon, thanks snatcher. Added new whistle player skill to distract NPCs, thanks to snatcher. Made more lights extinguishable and added info for 4 beta missions. Corrected container bottom fix messing up drawers, thanks Dragofer. Improved unlit behaviour of moveable light sources, thanks snatcher. Corrected lit lamps set to extinguished in maps, thanks to Dragofer. Changed western empire maps so the location of Bridgeport is vague. Added several major city names to the small map, thanks to Kukutoo. Fixed frobing animation not working with bound and carried entities. v1.6 23.07.2022 ---- Improved extinguishing oil lamps, thanks to Dragofer and Obsttorte. Added frobing animation, thanks to Obsttorte, Goldwell and snatcher. Fixed container bottoms and training mission chest, thanks Dragofer. Made doors open faster when running, thanks Obsttorte and snatcher. Added more player tools to training mission and improved text there. Fixed Holy Water doing no damage and Hazard Pay not starting at all. Made all five oil lamps in Sotha's "The Bakery Job" extinguishable. Added blow player skill to snuff out small flames, thanks snatcher. Changed Unarmed icon to make clear that the player always has a bow. v1.5 02.07.2022 ---- Created Invisibility Potion out of cut Speed Potion, thanks Kingsal. Increased arrow head shot damage to both living and undead enemies. Replaced slow matches with easier to handle flints, thanks Kingsal. v1.4 10.03.2022 ---- Replaced Frob Helper with dark Frob Outline and updated to TDM 2.10. Made electric mine stun elite guards too and improved mission names. Renamed mission installation/selection UI mishmash to "activation". v1.3 21.02.2021 ---- Changed flashmine to stunning electric mine and updated to TDM 2.09. Edited more mission names and made threefold candles extinguishable. v1.2 26.08.2020 ---- Updated to TDM 2.08 and fixed custom holywater script compatibility. Added Numbers Scroll showing stealth and loot info, thanks Dragofer. Edited more mission names to avoid truncated descriptions in menus. Added default keys info to training mission and repaired cut lines. v1.1 03.02.2019 ---- Moveable candles can be extinguished directly by frobing the candle. More blackjack immune enemies and inextinguishable candles modified. The key frob distance has been decreased to be that of lockpicking. Holy Water bottles must be thrown directly, but they do more damage. The controls settings menu additions have been updated for TDM 2.07. New mission names have been fixed to fix format and spacing issues. Added looking up and looking down controls for people without mouse. Pointed bad prefabs container open/close sounds to existing effects. Added version info to starting screen and edited some new missions. v1.0 06.05.2018 ---- Many enemies will not become immune to blackjacking when alerted. Oil lamps can be snuffed by frobing, thanks Destined and Obsttorte. The controls settings menu lists that "use" can work on held items. Mission names were syncronized between download and online lists. The controls settings menu lists that "frob" can get or drop items. Astericks were added to official missions to move them to list top. Minor text and format bugs have been fixed in some mission infos.
  16. The time has finally come for me to release my 5th mission for The Dark Mod. This project started sometime around 2015-2016 (couldn't find any old files to confirm) with me starting poking on a city mission and for some time I built quite randomly without a plan. I expected I could plot a story later; You can never go wrong with a city section, eh? I had a hiatus and did other projects in my life with model painting and skydiving and mapping became more and more scarce. Now and then I felt an itch to map and some kind of responsibility towards the mod team to produce something, to provide and give something back, if you will. At the start of the pandemic I started building more focused on this misson, but still no exact goal on what I wanted to achieve. Finally I decided I wanted a mission where you follow a person and the mission continued to grow in a linear fashion. I am not the quickest mapper and have severe problems on how to imagine a scene without building it first. This means that I often have to redo scenes and lots of stuff gets unnecessarily built just to be removed later, hence the almost absurd build time (about 1900 hours all in all). Betatesting came about and I got very good tips and feedback and decided to redo a lot of the mission. This need for a rework could have killed my motivation but fortunately, as the map was designed, it only required a modest amount of work and the mission became so much better for it! Sometimes I believe I'm somewhat of the uncrowned king of missions with a bit more unusual and experimental playstyles and this mission also have some elements that isn't used that much. In contrast to some of my other missions though, this one isn't depending on any quirky meter or sun shining down on the player (Reap as you sow *cough*). As mentioned, it is a sprawling city mission with lots of exploring that I hope will satisfy you! So DeTeEff gives to you: Who Watches The Watcher? ver 1.0 https://drive.google.com/file/d/1YYoJJnxr2UbGxemTR-WoWmH64fbazusH/view?usp=sharing The night is creeping over Bridgeport. You squint in the street lights as you trot down the small alley to where you're about to meet your contact. As a man who straddles the line between lawful and outlaw, it's not often you have peaceful interactions with the City watch but as you're about to learn, this time they have more problems on their hands than to deal with petty thieves like yourself. You see the trademark silhouette of a City watch helmet approaching and you make a last take of your immediate surroundings, should you have to flee if things get awry. The guard presents himself as Albert and you listen carefully to his story and you quickly realise that you don't have much to fear from this man; The Citywatch has wrestled with some internal problems lately with missing reports and evidence that disappear. Albert strongly believes they have a mole on the inside that works for the Greynard RoughBoys; a band of ruthless thugs that doesn't hesitate to maim anyone who oppose them. You learn that he thinks the mole is no other than a Sergeant named Clerwick. Your mission will be to find this man, and collect intelligence on his doings for the night. And as it is payday, you should of course also help the inhabitants to carry some of their heavy purses. Mission type: Creepy elements? Undead? Spiders? Thanks to: My wonderful girlfriend who endures my constant talking about mapping and for helping me with readables and story design and some voice lines. Dragofer - Scripting help Springheel - All those modules Sotha - Hangman model Henrik Swenson for providing some ambients Digiffects Sound Library for some custom sound bites Betatesters: Acolytesix Datiswous Duzenko Jaxa Mezla Nort Prjames Shadow Thebigh Wellingtoncrab Wesp5 And a big thank you to the community for keeping the mod alive! I hope I haven't forgotten anyone... Known bugs: -The AI in TDM is inaccurate in some ways. They will sometimes behave strangely when returning to their original routes after being alerted, like sitting on chairs in weird ways or turning in places, especially if they meet another AI in narrow places. I have done my best to adjust these weird behaviours but with the complexity of everything that's going on and the player making different desicions/noise, it's probably impossible to adjust for everything. I believe I have ironed out the last wrinkles I can, with respect to my knowledge/skills. -Frobbing out of boxes/chests/drawers has always been a pain but I think this is largely an error within the code and how frobing works as the frob highlight wants to lock onto the box itself and not its contents. -There seems to be some kind of bug with the skybox, especially in places where there is water reflections present; The Sky/water volume switch between an opaque variant to a more translucent one. Neither is straight up ugly, but it's jarring to see the sky switch (as it seems randomly). I don't know what is causing this, and I have decided to let this one pass (if any players knows what is causing this, please let me know so can I squash this annoying bug. PLEASE POST ANY QUESTIONS/SPOILERS IN SPOILER BRACKETS
  17. Announcing the release of Braeden Church. Summary William Steele: In the North introduced us to some memorable characters: Lord Harckoff, Lieutenant Trumble, Father Grimmore ... The setting was a renovated Builder church. But what was that church like, back when Father Grimmore was alive and the Harckoff family was nowhere to be seen? This mission takes place on one very nasty night back then, when a gang of murderers and thieves raided the church. You happen to be in Braeden on the same night, and you decide to visit the church, with a goal that's quite different than what the gang had in mind. Download This mission requires TDM 2.06 or later. Available through the in-game mission downloader. Build Time Who knows? This was an idea I had after releasing In the North, and it got built in bits and pieces over the years. Its time has finally come. Thanks to ... Bikerdude, Amadeus, Cambridge Spy, Ubersuntzu, s.urfer, and AluminumHaste for beta testing. Bikerdude and Mortem Desino for the conversation voices. I18N Initially, this mission is not ready for translation. I intend to deal with that in the future. Recommendations 1. If you haven't played In the North, I recommend you play it before you play Braeden Church. (Braeden Church is NOT a Steele mission.) 2. For those of you inclined to race past conversations, I suggest you don't in this case. The opening conversation is an important part of the mission. Enjoy!!
  18. 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.
  19. Idea: Thief 3 style missions.

    One of the great features of Thief 3 are missions defided in small segments with loading screens when you move from segment to segment. We all miss those right? I was thinking of mapping only horizontal, so not stacked. When you go up or down (stairs or elevator), you get a 20 seconds fake loading screen where you can play a minigame (The Builder's Blocks?). After that you get teleported to a different area that seems to be on top of the first, but actually isn't in the map file. It's much easier mapping, because you can see everything in one glance from above. This could also give more freedom building, because it doesn't have to fit. Everything is predictable because guards don't move to different sections.

    This could be used for the Thief 3 contest possibly..

    1. Show previous comments  4 more
    2. AluminumHaste

      AluminumHaste

      Just use layers in Dark Radiant. Put everything on one floor in a single layer then hide it.

    3. jaxa

      jaxa

      Seems like the idea is doable, IDK about the fake loading screen though.

      How well can TDM handle large, open areas? I know it was never a strong suit of the engine, but I'm thinking of the recent "A Bridge Too Far" and biiig T2 FMs like "Lord Alan's Factory".

    4. datiswous
  20. Announcing the release of the fourth William Steele mission! Summary Steele is in what’s left of the quarantined Warrens, where he searches for the elusive murderer Gyles Deacon and evidence that Deacon was responsible for murdering Steele’s parents. The William Steele Missions The Warrens is the fourth of several Steele missions. Altogether they'll tell a story of corruption, greed, and revenge. At some point, I might package them as a campaign, in addition to the single missions. (We’ll see about that.) If you haven’t played WS1: In the North, WS2: Home Again, or WS3: Cleighmoor I suggest you complete those before playing WS4: The Warrens. Download The mission is available from the in-game download page. In addition, it can be obtained here. Place ws4_warrens.pk4 in your fms folder. TDM will recognize it as a new mission. Build Time Nearly 4 years. I18n The Warrens is ready for translation. EFX This mission is the first William Steele mission to take advantage of EFX, so make sure you turn that on. Thanks Thanks to the TDM team for creating a terrific platform for storytelling and stealth gaming. Thanks to my beta testers: Abusimplea, Aluminum Haste, Bikerdude, Boiler's_hiss, Cambridge Spy, ERH+, nbohr1more, Ubersuntzu, unfairlight, and Xarg. Thanks to Goldwell for his voice work on the opening monologue and the voice on the cylinder. Thanks to Sotha for a praying animation for the priest. And thanks to YOU, for playing! Known Issues If you experience low frame rates, please consult the Performance Tweaks page on the Wiki. Important This mission requires TDM 2.06 or later. The William Steele story relies a lot on readables. Please try to read every readable you find. Most importantly, Enjoy! Screenshots WS5: Commerce Bank Commerce Bank finds William Steele seeking important information in the halls of a prestigious institution. You can find it here.
  21. What are the current missions with subtitles present? To my knowledge (I update them from your responses as well): A house of locked secrets A new Job A Night in Altham Braeden Church By Any Other Name Hazard Pay Mandrasola No Honour Among Thieves One Step Too Far Requiem Seeking Lady Leicester Sir Talbot's Collateral Sneak & Destroy (v2) Somewhere Above the City Tears of St. Lucia The black mage The Hare in the Snare, Part 1 Who watches the watcher Written in stone WS1: In the North WS2: Home Again WS3: Cleighmoor WS4: The Warrens WS5: Commerce Bank Eye on the Prize The Terrible Old Man I added the included in mission ones to the mission list on the wiki: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod Missions that have voice sound files in them, but don't have subtitles yet (I have looked in all the mission pk4 files for such voice soundfiles):
  22. I saw a ring in a toilet once in a thief FM I was playing and thought it would be funny to include that. But now it’s just become a running gag. I didn’t include it in one mission and someone DMd me and asked about why it was missing haha. So I guess all missions have to include it now
  23. Summary Greetings dear friends! To celebrate the tenth anniversary of the release of my FM, I have published a (hopefully) worthy update to it. Version 2 of my FM called "Sneak & Destroy" uses many new features that have been added to TDM over the years, fixes numerous bugs that were overlooked at the time, but the FM still remains true to the original one. So if you had problems playing this FM lately, if you never played this FM or if you wish to revisit a tiny but lovely part of the TDM history, this update is for you! Download the latest version via the in-game downloader and celebrate the past 10 years with me together! Improvements Visual improvements to city area and interior rooms Enriched the scenes with additional audio Fixed critical bugs that were introduced as TDM was updated Added triggered Conversations for NPCs Added EFX support to all areas Changed multiple aspects of the map in terms of better gameplay and progression Corrected and inserted new writings in books and notes Reduced amount of loot necessary to end mission Added lantern and looking glass to inventory Made use of new particle effects to enhance visual quality Screenshots Credits Thanks go to: bikerdude for being on call to bugfix and improve the map with me Dragofer for pushing ideas for scripting things jysk, Baal & datiswous for finding even the tiniest bugs Springheel for reintroducing me to DR after almost 10 years with his tutorials Greebo for working on the newest tools to update my rusty FM Grayman – I hope I made you a little bit proud Have fun! SeriousToni - 12.04.2012 - 17.11.2022
  24. 'ello! As you may be aware I spent the first week of this month remaking La Banque Bienveillante, the first mission of my Quinn Co. campaign I started almost a decade ago. Well, with the help of a bunch of lovely beta testers over a month of feature creep, it's now done! I've made a new topic rather than necroing the old one, because I feel it's come along enough now that it is, essentially, a whole new mission made in the spirit of the original. The goal is to eventually make the existing missions obsolete and put this new campaign in its place, but when that happens I'll include a link to the old .pk4 in here for posterity, since I don't believe in deleting work entirely no matter how mediocre it was! To that end, can this please be entered into the mission downloader as a standalone mission? It can then replace the existing Quinn Co. once the second mission is out, thanks! This is a small, short and sweet bank heist that sets the stage for the larger--and much more difficult--campaign in the works. It's mechanically stripped back a little from the initial release, since I feel I got a bit carried away. It is, however, far prettier as well! Your objective is, of course, the vault, but you can take on extra jobs for people to make money on the side; while the vault gives you money to spend in the next mission's shop, it doesn't count towards your overall loot objective whereas optional jobs do, so it's up to you if you'd rather almost empty the place to make ends meet, or take on extra work if you're less inclined to go hunting for shinies! Screenshots Thanks Big thanks to all the lovely beta testers without whom the mission would probably fail to run! Acolytesix, Datiswous, jaxa, madtaffer, Shadow, thebigh, The Black Arrow, Wellingtoncrab & wesp5 And thanks to everyone who's continued to contribute to the project over the years - I've come back and there's so much more fantastic content to play with! And thanks to you! For playing! I'd love to hear what you think, and feel free to notify me of any issues - provided they're not game-breaking, they'll be fixed when Quinn Co 2 comes out soon! (tm) Download (.pk4)
  25. Announcing the release of the second William Steele mission! Summary Home Again takes place in Bridgeport when Steele returns home from the north. He finds that something terrible has happened, and he must begin a quest to find the perpetrator and why he did it. Most of this mission is spent on the rooftops. The William Steele Missions Home Again is the second 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, I suggest you start with that, then come here. Download Home Again is available through the in-game downloader. Build Time 16 months. I18n Home Again 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, Mr. Tibbs, Xarg, lowenz, Lux, plotzzz, and Deadlove. Thanks to Goldwell for providing voice work for a key part of the story. And thanks to YOU, for playing! Known Issues This is a large mission. To ease the burden on older systems, consider shutting doors and windows behind you as you go. Some players have experienced savegame crashes when playing large missions with TDM 2.01. This problem is under investigation. Until it’s corrected, I suggest you make frequent saves. There are a few spots where long sight lines will cause framerate drops, possibly even pauses. My apologies to anyone who experiences these. 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 2.01 or later. I rely heavily on readables to tell Steele's story. Please try to read every readable you find. Most Importantly, Enjoy! Screenshots WS3: Cleighmoor Steele's story continues with Cleighmoor, which you can find here.
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