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  1. The nights are getting colder and you need to pay your rent on time before you get tossed out into the winter air. Luckily, your neighbor told you about a mysterious merchant from faraway shores who has come to the small hamlet of Wilford's Hollow, and he's staying at the inn next door. What's more, he's brought something with him... Gameplay Notes: 1) This is a fairly small map, but I did intend for this map to be a bit harder than normal Dark Mod missions, even on the lowest difficulty setting. But there will certainly be plenty of rewards for the careful thief... 2) This map implements the func_peek mechanic by allowing players to peek through any door that has a keyhole by leaning forward. PLEASE NOTE: This function has been known to cause crashes for players using the 32-bit version of the Dark Mod 2.07 (should be fine for those running the 64-bit version). While this function has worked painlessly for some, please be aware that crashing may occur. At no point in this mission is it required to use the func_peek mechanic, it is purely optional, so feel free to not use it. Download: This FM is available via the in-game downloader FM: https://drive.google.com/file/d/1ghZ2tTf7IoRQiyWtz96pUNajPNPZb6UI/view?usp=sharing Promotional Screenshots: https://drive.google.com/drive/folders/1bwuy0QPhaGpV32CgEdXhBIA5KgvcRueN?usp=sharing Credits: A HUGE thanks goes out to JackFarmer, Dragofer, and Bikerdude for scripting, EFX, custom ambient tracks, assets, answering a billion of my questions and doing so, so, so much more to make this mission something special. Thank you! Another GIANT thank you to my beta testers: Jedi_Wannabe, Bienie, Filizitas, joebarnin, bikerdude, Cambridge Spy, STRUNK, Lonewanderer, Rezar. Thank you all very much for your wonderful work and eye for detail! And another thank you goes out to Goldwell, Kingsal, and Grayman for scripting help and patient guidance. Assets are from: Springheel's Superb Modules Refl3ks' Rad Artwork Kingsal's Killer Assets Dragofer's Delightful Assets Epifire's Expert Models dmw's Dazzling Textures Spooks' Spectacular Painting for the Loading Screen R Soul's Fantabulous Assets JackFarmer's Miraculous Machines and Sounds Bikerdude's Bountiful Assets Hugo Lobo's Luxurious Textures ***PLAYER BEWARE*** SPOILERS lie in the depths below. I strongly suggest playing it first so you don't spoil the fun for yourself *** Version 2 Changelog: - Fixed several broken visportals - Fixed reflections in flooded basement, improved performance - New particles, models, and textures - Fixed broken AI pathing - Fixed fireplace glitch in the Inn - Fixed several texture issues - Added new secret objective - Lighting and fog changes - Implemented fade lights - Implemented Kingsal's inventory icons - Replaced slow match with flint - Increased bow draw speed using modified settings from Kingsal
  2. Suggestion - Improving the Map If a fan mission has a map, it would be nice if the map wasn't a generalized after-thought, but a more detailed and real-time map showing where you are when you open it. I know this is asking a lot, and it would probably take a huge chunk of programming time, but it would be nice to know where you are along your travels. Of course, this takes away some of the mystery and suspense of investigating unknown territory, but it doesn't have to be there, just in some circumstances. I can't do without GPS in my vehicle, especially when I'm in a different city. I think this reflects on my suggestion.
  3. IMPORTANT It is highly recommended that you play with shadow maps turned on to get full use of the new volumetric lights in 2.10. Go into Settings -> Video -> Advanced -> "Shadows Implementation" set to "Maps". Additionally it is recommended that you play with EFX and HRTF turned on. Go into Settings -> Audio -> Turn "OpenAL EFX" & "OpenAL HRTF" set both to "On". Author note Noble Affairs features a brand new female protagonist named Clara who comes with a new female voice set. Originally this mission was meant for the connection contest which is why you will notice a lot of references to Kingsal's Volta universe. Due to time constraints this mission was not entered into the contest and instead I decided to release this as a standalone mission. This mission takes place after the events of Volta 1: The Stone but before the events of Shadows of Northdale Act 1. This mission is dedicated to Grayman, may he rest in peace! - Goldwell. A big thank you first up to Epifire for his very helpful advice and putting in some really hard effort and creating some amazing custom models! Please check out his art station page: https://www.artstation.com/epifire I wanted to thank Amadeus, Dragofer, Epifire, Kingsal & Skacky for helping out by providing custom models, readable/text improvements and also general mapping advice. You guys have been incredibly helpful, thank you! I also want to thank my A-Star beta team who helped to squash many bugs: Amadeus, Epifire, Kingsal, Moonbo, Nbohr1more, Random_Taffer & Skacky. And I wanted to thank the fantastic vocal cast: Clara - Joy Hayward Shop keeper - Andrew Bartmess Produce Merchant - Epifire Citywatch guard - Random_Taffer I wanted to thank someone who often doesn't get enough love and that's Greebo who works very hard to create the tools that myself and all other mappers use. Dark Radiant is a fantastic application which is always finding new ways to innovate and improve the mapping experience. Without the work you put in Greebo there would be a lot less missions made, so thank you! Thank you to the Cryo Chamber label for granting permission to use their music throughout the mission. Please check them out at: https://cryochamber.bandcamp.com Thank you to Michael Ghelfi for his audio ambient tracks. You can find more of his work at: https://www.youtube.com/user/MichaelGhelfi And if you wish to support him he also has a patreon page: https://www.patreon.com/MichaelGhelfi And finally thank you to you, the player for playing my missions and providing all the wonderful support and feedback over the years! DOWNLOAD HERE (Requires 2.10) Version 1.2 File Size: 465mb
  4. @snatcher I understand that when you feel your work doesn't live up to your goals that you don't want it out in the wild advertising your own perceived shortcomings but that leads to a troubling dilemma of authors who are never satisfied with their work offering fleeting access to their in-progress designs then rescinding them or allowing them to be lost. When I was a member of Doom3world forums, I would often see members do interesting experiments and sometimes that work would languish until someone new would examine it and pickup the torch. This seemed like a perfectly viable system until Doom3world was killed by spambots and countless projects and conceptual works were lost. I guess what I am trying to say is that mods don't need to be perfect to be valuable. If they contain some grain of a useable feature they might be adapted by mission authors in custom scenarios. They might offer instructive details that others trying to achieve the same results can examine. It would be great if known compelling works were kept somewhere safe other than via forum attachments and temporary file sharing sites. I suppose we used to collect such things in our internal SVN for safe keeping but even that isn't always viable. If folks would rather not post beta or incomplete mods to TDM's Moddb page, perhaps they would consider creating their own Moddb page or allow them to be added to my page for safe keeping. Please don't look at this as some sort of pressure campaign or anything. I fully understand anyone not willing to put their name next to something they aren't fully happy with. As a general proviso, ( if possible \ permitted ) I just want to prevent the loss of some valuable investigations and formative works. The end of Doom3world was a digital apocalypse similar to the death of photobucket. It is one of my greatest fears that TDM will become a digital memory with only the skeletons of old forum threads at the wayback archive site.
  5. Congrats on the release! Remember to check ThiefGuild as well as the DarkFate forums (via Google Translate) for additional feedback.
  6. 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!
  7. Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting. Ambients from the TDM forums Gast's Eerie Lullabies Magnanimous Merry's Miscellanea Orbweaver's Dark Ambients Spadey's Ambients Radioteque's Ambients Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients. Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients. Uncle Peti's Sound Den Dragofer's Ambients - post #6 in this thread SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread Ambients from the TTLG forums Custom resources list Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality. Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient. Gigagooga's Ambients 3 Yandros' ambient loop Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever. Internet databases www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte. www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely. www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license. www.endlessascent.com - sister website of Darkwinter for non-dark ambients. Youtube Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc. #4 Void by Raffaele du Marteau & #6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet. Alacazam - a prolific Creative Commons ambients composer . Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first. Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.
  8. And making it possible for the new electric lights to be broken adds a psychological problem: how will players know that they are breakable if in 99% missions they are not? Recall lootable paintings and frob-extinguishable unmoveable candles.
  9. The Builder Roads A Fan Mission by Obsttorte Betatested by Melan and Grayman I'm quite happy to present my second Fan Mission for The Dark Mod. You're slipping into the role of Trevor deClarc, a trader and smuggler, thief and spy, who currently stays in a tavern at a Builder outpost that was formerly used for mining. It had come to your attention that a valuable tome is hidden somewhere at this place. So come on and get it. I'd like to thank the Dark Mod community for creating this mod and everyone on this forum who helped my with hints, answers and advices. Special thanks goes to my betatesters Melan and Grayman. This is only a small mission I've built in roughly two weeks and it is designed for a ghost-like approach. I hope you're going to enjoy this one. LINK: http://www.mediafire...2dg4tbf4q90wz7f
  10. Just curious, based on this discussion: http://forums.thedarkmod.com/topic/19239-soft-r-gamma/?p=427350
  11. Dragofer: split off from the Noble Affairs FM thread. One thought on gear: There is nothing wrong with giving the player different gear to allow for different approaches. However, what I have never really seen in a fm and that is the case here either is that the mission is set up in a way that the player really needs this tools. And with need I don't mean playstyle-dependent. The playstyle might decide upon which tools one use or how useful one find one tool compared to the other, but it shouldn't decide on whether the player needs tools at all. And I don't go in with my blackjack only because I want to, but because tdm missions are rarely ever putting me in a situation where it becomes a necessity to use them. Speaking for TDM overall I think that there is a lot of potential for engaging gameplay and tension missed here and in all honesty I consider this a gameplay and design flaw. And as you illustrated that you are actually pretty good at what you are doing I am convinced that you could even do better in that aspect. I am writing this not because I think that you intentionally did something wrong but that to give you a different perspective. More gear doesn't imply more possible approaches and vice versa. There is a bit more to it imho.
  12. On wikipage https://wiki.thedarkmod.com/index.php?title=Tdm_mapsequence.txt it states: and in the example code: It seems it's possible to define something like this: Mission 1: tunnel street prison Mission 2: lake warehouse1 Mission 3: warehouse2 ending where tunnel, street and prison are different map files and part of the first mission in a campaign of 3 missions. So since it's not fully supported, I wonder what is actually supported by tdm.
  13. Just finished mission 1 30g short so wondering what I missed, and whether anyones made a loot list for each mission? Also, are there any missions that take part inside the old underground city? That one was my favourite in Thief. Cheers!
  14. It seems like more and more "thief" and "thief players" is becoming a short hand to dismiss community members earnest desire to improve the game - which happens to be a barely legally distinct "thief style" game which was made by thief fans for thief fans and is "designed to simulate the stealth gameplay of Thief". Who is the predominant player base of the game supposed to be beyond fans of the thief games? Is there some better avenue to find feedback for the game beyond this forum? FOSS and linux forums? I have seen maybe half a dozen posts from that segment. I am a thief fan, I play thief fms, my association with those games is what drives me to play and make things for this game. Are we supposed to pretend the original games are not a huge reason why most of us are here at all? TL;DR version:
  15. Congratulations on your mission, hard to believe its your first, well done. Thanks for all your hard work, I hope to see more missions from you.
  16. Seems like the reddit voters are hoping that new missions will be "out there, strange, new". I guess they would've wanted a new "Unusual Contest". Regardless of the winning theme, voters will probably be giving higher marks for "crazy new stuff".
  17. I did play Thief and FMs, but I don't play it any more, except for major things like Black Parade. The clunky movement and antiquated Dromed editor is what discouraged me from interacting with it over the years. I regularly play and sometimes make content for TDM, because it has much better movement model than Thief. I know that most missions don't use it well, but if you construct your geometry (gaps, ledges, distances) using power of two measurements, movement and mantling feels fast and snappy. There's no need for regression in that regard, in my opinion, there's a need for assets and missions made with the movement model in mind, to showcase its strengths properly. Even if TDM originally intended to "simulate the stealth gameplay of Thief, many things will be familiar to veteran Thief players" the actual mod history was a bit different. The team came up with a mission platform that has its own identity when it comes to mechanics. The way assets were made might have been a huge mistake, but that didn't prevent the platform from growing. Since you like anecdotal evidence, noone other Skacky once said that TDM movement model was super clunky, after playing The Painter's Wife. It was really hard to convince him that if a mapper places geometry this poorly, and isn't aware what spatial measurements play to the strengths of a movement model, no movement model will save his mission. And there is no fixing of this problem on the engine side, although it's not the first time when TDM team tries to address the asset problem with engine changes, which I suspect will ultimately lead to even more problems down the line. In game development, things like core mechanics and player tools are locked-down first, in one of the pre-production phases, because all the levels will be constructed around them. Making changes in core mechanics in a project this mature is very risky, I assume you don't plan on going through all playable spaces in all released TDM FMs to check for errors. Instead of making incremental changes in fundamental mechanics, I'd encourage you to create a fork, or some kind of major version bump candidate, like 3.0, where all things could be revamped: movement, player tools, UI, new frob mechanics, perhaps with UI contextual icons, new training map to incorporate all that, etc. Once all new elements fall into place and create something new, with a map or maps to back it up as relevant changes, it will be easier to convince existing player/author base that it was worth it. I assume the existing fanbase is already fragmented, as a result of all those heated discussions around the topic. But with multiple versions available for download, the transition to hypothetical "TDM 3.0" should be easier. It could be similar to UE2 and UE3, and you could also use this as an occasion to draw the line for backwards compatibility. I know there are old systems and variables kept in place just in order not to break existing missions. This way you could e.g. redo the LOD system, implement lights using math functions instead of textures, etc.
  18. I feel like I've seen spinning fans in vents before on maps I've played in the past, but going through the models/prefabs/etc in DarkRadiant, I can't find anything pre-made for it, and searching the Wiki didn't turn up anything I could find. I know Entities can be moved in DR (hence doors, windows, elevators, etc) but what would I need to do to make a fan blade model spin on its axis inside a fan frame?
  19. Hi folks, Had this issue after updating to the latest. Do I need to start fresh? Cheers, Gokudo
  20. Ever since I worked on "Chalice of Kings" with Bikerdude, I have wanted to get flame particles with new particle glares into the core mod. My reasoning was that the candles have glares and the un-glared torches look mismatched. This proposal was met with mixed reactions, so (knowing the history of TDM feature proposals...) I have created a technical demo. You may download it here: zzz_flameglare.pk4.txt (fixed) Just rename without the .txt extension at the end and place it in your Darkmod directory. Here are some screens. Using particles for this is probably the wrong way to go now that Duzenko has an emissive light feature in his branch: http://forums.thedarkmod.com/topic/19659-feature-request-emissive-materialsvolumetric-lights/
  21. I have updated the thread with poll options. Please vote I even though I have given-up on the connections part of this, it might be nice if authors used Corbin as the protagonist to at least pay homage to the included missions.
  22. As much as I'm a big fan of FOSS, it gets messy when it involves assets with a whole mix of licenses. The engine? Sure that'll work, but TDM is useless with just the engine. Even if you have a separate libre version with verified assets, you've now split the project into a full version and a libre-only version and for what? Some entry in a niche wiki and the Debian repo? Once people want actual full missions to play you begin to drift away from the restricted licenses imposed on the libre version and have to code and accommodate for that. If TDM was developed with the day-one intention of only allowed libre licensed assets then there'd be no problem, but it hasn't and what your asking is probably too much work and effort for little benefit.
  23. Mission Name: Full Moon Fever Author: Spoonman Build time: 5 months. Version: 1.10 Released: 14/05/2016 Type: Manor Size: Medium-large Completion time: About an hour. Difficulty settings: Higher difficulties require you to find more loot and also place restrictions on killing enemies. Known issues: Some areas of the mission can get noticeable drops in framerate. Download links: http://www.mediafire.com/file/ub2vf0t4wwd4ks1/fever.pk4/file Special thanks to: Melan and Xarg for beta testing this mission and providing input on how to improve it. Grayman for his minecart and tracks models from "Somewhere Above the City" Bikerdude for his map from "Alberic's Curse" Gigagooga for his custom ambient sounds (thanks to Melan for recommending them to me)
  24. Author note: A couple of weeks ago Kingsal & myself set ourselves a challenge, to see if we could make a small wholesome winter themed Dark Mod mission. And if we could do it as a speed build in two weeks. The final result was Snowed Inn. Enjoy and Merry Christmas! Thank you to our beta testers Epifire & Skacky. Thank you to Moonbo for his briefing video script revision. NEW UPDATE AVAILABLE 1.2 Version 1.2 Dropbox Mirror Version 1.2 also available via the in-game downloader File Size: 379 mb
  25. "...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!
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