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  1. You know what I find most significant? That he's still working on missions after all this. That said I can't and won't comment on the decisions made. I'm sure there were good reasons for them, and, I really don't know the people involved in this mod as people who would recklessly exclude someone. I really like bikerdude's work, and, his missions are welcome additions to the mod. I think I played them all by now. Looks like he's in touch with some people here anyway.
  2. A couple more: https://forums.thedarkmod.com/index.php?/topic/21739-resolved-allow-mantling-while-carrying-a-body/ https://forums.thedarkmod.com/index.php?/topic/22211-feature-proposal-new-lean-for-tdm-212/ https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/ https://forums.thedarkmod.com/index.php?/topic/22249-212-auto-search-bodies/
  3. That bug has been around for over a decade though. In some missions, changing FOV in console would only work when frobbing an item. I always assumed it was a bug in the game, but it's possible it's a bug in certain missions due to scripting. But I've definitely encountered it a LONNNNNNNG time ago.
  4. TDM 2.12 is ready for beta test This is how to get beta versions: Upgrade from any version (fast): 1 - Start tdm_installer in darkmod folder. 2 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.12 list, should look like "beta212-NN". 3 - Click on "Refresh" button to ensure that it is not going to download too much stuff. 4 - Continue installing with "Next". Fresh install (slow): 1 - Create darkmod folder anywhere you like. 2 - Download the TDM Installer from downloads section of the website. Extract tdm_installer executable from the downloaded ZIP and place it into your darkmod folder. 3 - Start tdm_installer (in case of Linux, first edit file permissions to allow executing it). 4 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.12 list, should look like "beta212-NN". 5 - Continue installing with "Next". In general, upgrade is recommended over fresh install. If you don't want to lose your current TDM installation, then you can copy the whole TDM directory and upgrade the copy. This way you can have both 2.12 beta and 2.11 at the same time. At the end of installation, tdm_installer resets your config by renaming darkmod.cfg to darkmod_{datatime}.cfg. This is a recommended procedure on upgrade, otherwise you are likely to have issues due to old config. If you need your old config for some reason, you can always find it in darkmod folder. 32-bit builds of TDM are deprecated, so they are not present in beta versions. They will be added at the very end of beta phase. Notes 1 - Please try to be specific when reporting a problem. What you were doing, where you were when the problem occurred, can you reproduce it, etc. This wiki article provides many suggestions for good bug reports. 2 - Make sure to check every mission for update just before playing it. We expect to apply small tweaks to missions during this beta phase. 3 - This effort is to find out if we broke anything in TDM with our 2.12 changes, if a new 2.12 feature isn't working correctly. We won't be trying to fix bugs that have been around for a long time. Instead, we will create an issue in bugtracker (if not yet present), to fix it after beta. 4 - If you find something wrong, it would be helpful if you report whether the issue happens in 2.11 too. By the way, you can easily get 2.11 version: just copy your darkmod folder and run tdm_installer on the copy, selecting "release211" on the custom version screen. Thank you for testing !
  5. I am happy to announce the release of the first post-release Dark Mod FM: Patently Dangerous by demagogue. http://www2.thedarkmod.com/missiondetails/?id=6 Briefing: "Nobody said hypocrisy didn't have its uses. The Inventor's Guild, always so secretive about its own inventions, isn't beyond a little espionage when it comes to the inventions of others. They've hired me to steal the design notes from a young man named Soren Rikk, just on the outskirts of the Highlands Ward. He's reputed to have made a huge discovery in a field the Inventors have some interest in. It should be an easy job. Soren isn't known to be a dangerous person." Notes: - Thanks to my beta-testers: Fidcal for early testing, Broken Arts & Leatherman, and everybody else that gave comments (basically most of the Dark Mod team ). Thanks also to alacazam for permission to use his cool ambient. - Notice there is a map in your inventory. The default key-bind "m" will bring it up. - There have been some reports of a little slow-down near the start on some systems, but it should pick up after that. If performance is slow for you, see the Performance Tweaks wiki entry. - Enjoy! Happy Halloween everybody. Screenshots:
  6. At long last, I am finally releasing my first mission, A Score to Settle. It's been a long road! I started this mission three years ago, when I didn't even know you could move the verts of a brush, and knew nothing about visportals or patches. I'm sure I've made every noob mistake in the book. I have learned a huge amount from this map, and have developed a great deal of respect for anyone who goes through the entire process of building and releasing a mission. A Score to Settle is a small to medium sized mission, where you set out to find and humiliate the leader of a rival gang. It is meant to be a challenge to players who are familiar with TDM, and is probably not a good mission for those still getting accustomed to TDM's mechanics (it's also not appropriate for children). ASTS uses 1.06 features, which means that AI are capable of relighting lights. The chance of this happening goes up depending on the difficulty level you choose. Difficulty levels also affect the number and quality of AI, the number and type of lights, and AI acuity (AI have slightly better than normal hearing on Hardcore). The difference between Casual and Hardcore is considerable. The mission includes several video and audio files, so it is hefty at 135MB. edit: Please follow the objectives carefully. If you don't do the "first" objective first, you'll spoil some of the story for yourself. Hope you enjoy it!
  7. Mystical Merry's Metaphysical Mapping Co. Spooks You Again! Thief's Remorse Screenshots Title: Thief's Remorse Theme: Spoopy Release: 2015/10/30 Mapper: Airship Ballet Build Time: ~28 hours My God. I'm genuinely begging you. Next year, either don't challenge me to make a halloween map in a fortnight or sedate me, because, like last time, I'll leave it for my two free days and do the whole thing in one go. It's bad for me. You're killing me. Uh, anyway, here's a spooky halloween map. There's sneaking involved, but it's something more of a rollercoaster than a traditional sneaking map with ghosts. I really wanted to go out there with this mission, since getting a bit creative with Exhumed last year made me realise the potential for some more abstract, bizarre stuff that could be done pretty easily in TDM. It's full of scripted spooks, events, and even requires you to pay attention to what you're told! Depending on what you do, and how much of a monster you are, there's a whole four different ways for you to come out of your trip to Nowhere. It's pretty big, surprisingly so: I got more and more ambitious as I went along, just like I always do. As a result, well, I'm the only person who tested it. So, uh, I'll be around for bug fixing. I mean it's totally playable without issue from start to finish, but I haven't gone around trying to break it in order to release it before Hollaween. Above all, have fun! Download links remorse.pk4
  8. This mission strikes a special cord in me, as I've always been a huge fan of horror. But either I'm too dissensitized to monsters and demons, or not many games actually do a good job at it. Either way, I'm happy to say that this mission actually made me feel spooked or uneasy, hesitant to pick things up without looking behind me. At least for the first playthrough, this mission is nicely unpredictable. As far as I'm concerned, you're doing something fundamentally right. The atmosphere is also really good. It really ads to the tension, and to the sense of hostility of the whole place. Brilliant mission. Loved it a lot. Thanks.
  9. if you´d like to have an other tester ?! i´m no modder - so no technical issues only for design - places to reach or impossible to do so - or if one can get stuck without escape ! is 2.12 needed ? haven´t done this jet (still2.10played and two 2.11 for played and vergin missions)
  10. I love missions with big surprises. Congratulations I really enjoyed it.
  11. Hi fellow taffers, Way back, when I have a lot more time to play, I played a hundreds of hours of T1 and T2 fan missions. Being little bit nostalgic, I decided to install TDM and try some of its missions. However, having not enough time, I was wondering if anyone could suggest missions with a strong emphasis on story and preferably with a twist or two. If you ever played T2 fan missions, I am looking for something similar to Saturnine's 7th Crystal (which is 20 years old now - wow, it was looong time ago). I found many suggestions concerning best missions, but best does not necessarily means with a strong emphasis on story and twists. So I am asking which of those best missions meets my criteria. Any suggestions would be greatly appreciated.
  12. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  13. I have only changed settings for a few missions. Visibility of doors is a good gauge for darkness. Gamma: 1.2 Brightness: 0.8
  14. For proposal #1, I imagine making a mission fitting seamlessly between the two stock missions in TDM would be a tricky endeavor, truth be told. The first mission is a small tavern robbery and the second is a modestly sized church break-in with a very reasonable jump in difficulty—fitting a mission snugly in between these two in terms of difficulty and scale is a high bar to reach. A contest to make a sequel to "Tears of St. Lucia" sounds more reasonable and would probably flow better for someone playing all three for the first time. I'd probably avoid doing something TDS related when a similar contest that allows Dark Mod entries is already ongoing, but proposal #3 sounds fun if we're given enough freedom to wildly reinterpret a Thief 1 mission. I'm somewhat mixed on the slot system as it really comes down to whether or not you want a full campaign with no repeats out of this contest. I personally wouldn't mind playing 2-3 different interpretations of something like the Bonehoard, it's bound to be interesting seeing what elements of a mission FM authors focus on.
  15. I love the idea of a 15th Anniversay contest, but I think there should be fewer restrictions on what type of mission can be made so that more mappers would be encouraged to join. Fewer restrictions on what kind of mission can be made for the contest would hopefully open up more room for creativity, and maybe we'll even get some weird, unconventional missions that break the status quo. I, for one, don't really have a desire to do the "connections" theme again. It was fun doing it last time, but if I were to participate in a new contest I'd like to do something different. And holding a contest for the third "Official" campaign mission is an interesting idea, but if a contest like that is to be done, I think that should be its own dedicated contest not tied to an anniversary contest.
  16. @chakkman Thanks for the detailed feedback, I appreciate it. Your points are well taken. Yeah, I do have a problem with rectilinear design - I just don't think in curves and angles! As for good deeds, my missions usually some form of them. Always optional - don't want to force you to be nice!
  17. https://youtu.be/fwJwNLRY4kg "I am not enjoying my journeys, its so cold at the moment I imagine the chill could freeze a candle flame into a fire-gem and ole scratch's tears solid to his stoney face. Suffice to say, I'll be happy to get out of these whipping winds. A friend has asked me to keep an eye on his place while he is out of town. That part of Bridgeport is quiet enough, but he has been having a few problems he would like sorted out. I will know more when I get there." Build Time: God knows, too many hours. Thanks:- - As always espect to the Dark Mod team and for all the hard work they put and continue to put into it. - Flanders for his excellent models and textures. - Special thanks to the people that answered my technical questions on the forum. - Beta testers: Oldjim, Lowenz, AluminumHaste, Greyman, nbhormore, McPhisto, Lost_soul, Pranqster and the original testers! Info: An update of the original Christmas Contest mission for TDM 1.08. List of updateds:
  18. I was quite surprised by: Many have compared this to: Regardless, I think this stands on it's own merits as a very high quality mission and easily rivals great missions by veteran authors.
  19. This is currently the largest campaign pack ( 3 missions ), highly recommended.
  20. That, and the amazing atmosphere and soundtrack. TBH, I don't mind the graphics at all. But, I don't mind the early Tomb Raiders' graphics either. That's something I would criticize about it: The missions are just too complex, and confusing to navigate, for the most part. I think they exaggerated a bit there. It also kind of takes the wind out of the sails, if every single mission is such a monster. In some, I just rushed through the end to finally finish the mission. The original missions in both Thief 1 and 2 were pretty well balanced between moderately sized and large missions, and they had a good feel for "climaxes" in the actual main story.
  21. Gigantic missions like The Painter's Wife would really benefit from automap. I really liked it in the original Thief games. Very helpful.
  22. Have you guys ever noticed this English gentleman? https://piped.kavin.rocks/channel/UCSqIEwL7Olwd_krFWhEsTIg He has done plenty of Dark Mod mission playthroughs. I checked several of his walkthroughs the past few weeks and I have the impression he is playing the missions thoroughly and very, very slowly - to clarify: he's playing TLC from my HH series right now and towards the end the session already has 10 (!) videos of 40-60 (!!) minutes each....but then again I recall that before beta I myself estimated a playing time of five to seven hours, so... Anyway, he also played my favorite DM mission The Accountant 2 sometime ago - I will definitely watch all related videos in the next days as I have the feeling that it will be quite interesting because of the level design. So if you're looking for playthroughs where the player really sneaks through the mission and suspects the end (or something even worse) behind every wall, then you've come to the right place.
  23. Shadowhide has released his TDM FM and it needs a release thread here. I'll quote from his release thread on TTLG. Edit: Shadowhide has released v.1.01 now which is compliant with TDM2.0 & a few other changes (like the music and loading screen). Here's the new download: http://rghost.net/48078929 http://darkfate.org/...ceptive_shadows
  24. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  25. 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.
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