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  1. @nbohr1more@Dragofer Update to the post quoted above: only missions with turrets are concerned, all others work fine.
  2. The Transaction is a small/medium sized map in which aspiring thief Thomas Porter delivers the cryptic book, 'De Vermis Mysteriis' to a bookstore owner named Victor de Grenefeld. It is the fourth mission in the Thomas Porter series, continuing from where The Glenham Tower ended. The mission was created by me, Sotha and I wish to thank BrokenArts, Melan and Ocn for playtesting and Bikerdude, BrokenArts and Ocn for voiceacting. An enormous thanks goes also to the fine people who created TDM and are still working hard, bringing it ever closer to perfection. Thanks also to the community for helping with my mapping efforts. Extra thanks to freesound.org -contributors who make excellent quality sound effects available for free. Trailer (thanks to ocn!) http://www.youtube.com/watch?v=EBdEsKoqWl4 Briefing: Ah, the town of Glenham. I never really thought I would be happy to see its shabby wooden miner dwellings, but after the nightmares of the Glenham Tower I'm happy to see any kind of civilization. During my return trip from the tower the ghostly mist veil transformed into an intense thunderstorm and heavy rain. My clothes are soaked and I'm dreadfully tired of the harsh tribulations of the past few days. My task for tonight is simple. All I have to do is to get the strange and incomprehensible book I obtained from the tower, 'De Vermis Mysteriis,' to the bookstore owner Victor de Grenefeld. And more importantly collect the hefty sum the bookstore owner promised to pay me. With that kind of sum I can sit back and relax for a while. I'd better stay in good terms with my customer and not steal from him. I have the hunch that de Grenefeld is a well connected man so staying on his good side might be beneficial for me in the future: maybe they'll need a skilled adventurer like me and I could turn legitimate. I could earn my keep and I wouldn't need to constantly hide from the city watch. At any rate, I've got it all planned out for the remainder of the night. I'll visit the bookstore, drop the book to de Grenefeld and collect my fee. After that I'd better hide in the basement of an abandoned building I've spotted near the town north gate and get some well deserved rest. I don't think the city watch would think a cloaked and armed person like me would be on honorable business in a stormy weather like this so it would be wise to avoid all confrontation with the guards. I do not need any misunderstadings with the city watch right now. The undead horrors in the Tower forced me to expend most of my tools and I desperately need more equipment if I intend to continue my budding adventuring career. I should get some extra gold for new gear and maybe a few holy water potions just in case. There is a Builder church nearby where I might be able to find some. I suspect those fanatics might have gold hidden there as well.. It is time to move in the town and get the things done quickly. Somehow I have a bad feeling about all this. It's probably nothing, probably I am just jumpy because of the horrors in the Tower and sleep deprivation. Tomorrow I'll sleep long, relax and eat well. UPDATED LINK: Use the ingame downloader to get it. Bikerdude was added in the author, I forgot him. No other chages. Could The Powers That Be make sure that this version ends up in the ingame downloader? Thanks! Known bugs: One betatester experienced an error ("ERROR: Failed to spawn player as 'atdm:player_thief'"), which drops the player back to main menu upon map load. If you experience this scenario, please turn EAX off in the options menu. That cleared the problem for the tester. Warning! There is ALWAYS someone who fails to use spoiler tags appropriately. I recommend you read this thread further only after playing the mission! Avoid spoilers.
  3. I'm a huge fan of those games, but I'm putting off getting BG3 because I'm a bit too worried they'll be too much like the Divinity games (from Larian). Those were good, but a bit too cartoony for me and I never came close to finishing them. I just didn't feel compelled to invest the time into them. If you don't want to manage a party in Baldurs Gate games, just go solo. Your one character gets all the XP instead of it being spread out among the party members . If you feel you are missing out on companion quests, you can just take them in your party while you do their quest and then ditch them.
  4. Fiasco at Fauchard Street is a small/medium-sized fan mission whose original purpose was to illustrate the virtues of speedbuilding and using simple, newbie-friendly construction techniques to create architecture that nevertheless looks nice and offers a good playing experience. The process and the experiences are detailed in the Editor's Guild thread; over time, the mission grew by about 30% from the initial concept, but also came to include some new content/ideas. I would like to thank my betatesters, whose work has been invaluable in the mission's completion: Bikerdude, Premier and Sotha. Briefing: "Today, my contact Marchand has brought me news of a lucrative opportunity. Turns out there is a man living on Fauchard Street named Lendermann. His business is credit, but long gone are the days when he was just one of the usurers plying their trade in the poor districts of the City. Lendermann has risen in the world, and fancies himself a creditor for merchants, even nobility. His house, once a ramshackle place close to a factory, has been refurbished with precious materials and furniture to prove once and for all he has made it. And his latest acquisition, a pouchful of opals, is too valuable not to attract attention sooner or later. Indeed, it is time to pay him a visit. Lendermann knows this as well, and he has reputedly hired new guards to watch his place day and night. A frontal approach will be complicated, maybe even impossible. But every house has multiple ways in - and where the front door does not yield to a talented thief, another surely will. I will have to be careful, since I have very little equipment, and have even misplaced my rope arrows in the commotion of the tavern. But this will have to be a quick job, since who knows how long it takes for the news to spread through the underworld, and how soon someone else seizes my opportunity - or stalks me to deprive me of my winnings on the way home... Marchand, reliable as he is, has a crucial flaw: for the life of him, he cannot keep his mouth shut. Better let him brag of a successful heist than a missed opportunity." Download Links: MEGA (14 MB) ...and the mission downloader! Notes: There is a player map in your inventory. Use it for navigation if you have trouble finding your way.There are a lot of places to find loot; some easier than others. Your objectives can also be reached in multiple ways.If you are interested in the lessons from the building process but don't have time to read the whole Editor's Guild thread, I summarised my experiences in this post. This also contains several prefabs (premade pieces of architecture) I used in construction that may also be useful for your purposes.There is no poll to rate the mission because it is not a contest FM, and I do not believe in polls. Your comments are welcome in writing, however! You will need your TDM install updated to at least 1.05 to play this mission.Series information: All of my missions except Unbidden Guest (TMA) take place in a common setting and involve the same protagonist, although under different aliases - Talbot, Messer Johannes, Philby and others. None of them require previous knowledge of previous FMs, but there are common elements and a degree of continuity. The missions, in current order, are: Prowler of the Dark (TDP/Gold) (S): liberate a skull of paganic enchantment from an abandoned church, which is kept sealed and guarded by the Builders.Return to the City (The Dark Mod) (M): plunder the other side of the Builder complex to steal a pack of explosives. Patrols have been heightened because of the recent break-in. (This mission connects to the previous along the North/South axis - too bad I didn't have the time to let you revisit some old areas)Fiasco at Fauchard Street (The Dark Mod) (M): steal a collection of opals from the house of a wealthy usurer. (You are here!)Bad Debts (TMA) (XL): fallen on hard times, you take a job from a diminutive snitch to steal his letter of debt from Markus, a pawnshop owner/usurer (looks like a common theme). Rooftop extravaganza.Disorientation (TMA) (XL): following the events in the previous mission, you attract the unwanted attentions of Lady Azamlarg, district warden and judge, and have to break into her palace to deter her from further assassination attempts. More rooftops and conspiracies.1.1 note: This mission has been released in an updated version. This update contains smaller gameplay and aesthetic fixes, and cuts down on file size by removing duplicate assets which have been incorporated into the TDM core since the mission's release (14 instead of 62 MB!). Thanks are due to my betatesters for this new version, Bikerdude, lowenz, nbohr1more and Oldjim.
  5. A fun mission for me requires a few things: I prefer smaller, more densely-packed environments instead of larger city blocks. That's not to say city missions can't be fun, but they run the risk of being exhausting, confusing labyrinths. From my perspective missions with smaller environments provided an increased chance of me finding all the loot, secrets, readables and other content. I've missed major areas in city levels purely because it's so easy to skip areas without realising it. I'm not a fan of undead and spiders because they can be difficult to kill, or at least, to kill without making a whole lot of noise. I like missions with human enemies because for the most part I can deal with them quietly, and as such it provides an opportunity to clear out areas first and then look carefully for loot and/or secrets. I really enjoy missions that have some sort of mystery, either as a starting goal to resolve, or when a seemingly straight-forward mission is designed to go badly and the mystery presents itself mid-mission. Keeps me engaged. I don't like KO or kill limits. I can tolerate kill limits more but I really hate having to limit the KOs I can make in a mission. I know some missions only have these limits on the higher difficulties, but sometimes those difficulties also have higher loot and even extra objectives that I want, but I have to deal with the KO limits alongside them. The best missions either don't have limits at all, or they are optional objectives that don't cause a mission failure if breached.
  6. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  7. While I enjoy The Dark Mod quite a bit, I am not really that much of a fan of steampunk. To make it short and sweet - I don't like the idea of steam powered robots, electric lamps, generators, etc... and other "modern" things. I prefer a medieval setting with perhaps the occasional ghost and maybe even a werewolf howling in the distance. E.g. realistic with a slight supernatural tint. So speaking of course only for myself I would really enjoy if the missions was marked somehow to indicate if it was "realistic", "supernatural" or "steampunk".
  8. When I try to install missions nothing happens even when the game resets (which is doesn't seem to do auto anymore).
  9. I just downloaded the latest beta version of the Dark Mod right now and by starting this specific FM: Iris, I get this black screen with the music and ambient sounds in the background, but no picture showing. I was only able to get to the mission briefing page showing the objectives of the mission and then by clicking on "Objectives" It takes me to a black screen. What is causing this issue? My other fan missions work just fine, I tested out other ones, so it's not my game. Could be this is a broken fan mission?
  10. As the titles say the names of the mission are not showing up. This is also the latest version (2.09) so I have no clue how to fix this. Any ideas?
  11. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  12. I definitely haven't noticed any difference on 144 Hz here... You should add your hardware details here though. Operating system, and computer specs. Also, the used The Dark Mod version, and fan mission you noticed the issues.
  13. Is this really a problem? Maybe we can figure that out before reverting the "J", which previously was so badly spaced it looked like it had a space character after it. It would be helpful to identify which missions have such pseudographics. I suspect it's a small number. And those using Stone font smaller still. In that regard, I did some preliminary experiments, limited to a cohort of 46 FMs on my machine with expanded FM .pk4s, that I can do full-text searches across files on, with TextPad. (@stgatilov, I imagine you are in a position to similarly and more conclusively search the entire english FM collection.) I searched with characters (or short strings) that would be likely to be found in pseudographics. For untranslated FMs, I searched in filenames of form *.xd . For translated FMs (those that had string "#str_" in their *.xd; there were 8 such FMs in my cohort) I searched in file english.lang Results Many search strings were useless due to too many false hits: "_" Widely used as part of internal xd name. Used on separate line as heading underscore. "/" Widely used as part of internal xd name. "\" (except "\\") Widely used \n or \" escape character "--" (assuming single dash is everywhere) Several in a row to bracket a heading, or as part of a letter's signature. Used on separate line, as heading underscore or as border between paragraphs These search strings were moderately useful, showing up in just a few FMs (tho none were pseudographics on examination): "=" Used on separate line as heading underscore (in penny3's erasing.xd) "+" Used as bullet points, or (several in a row) to bracket a heading (in penny3's erasing.xd; in bcd's english.lang) These search strings were most promising: "|" Only 1 hit, but it's a table-form pseudographic! (northdale1's snowedinn.xd) "\\" (i.e., escaped \) No hits found in my cohort Inspection of snowedinn.xd showed this: Note that it uses book_calig_mac_humaine.gui; so this pseudographic was not in Stone font
  14. Basically correct, but most of the TDM missions are not on an open field, but in narrow town environments. As has been said before, the bowman could have moved or hid himself. I see that a lesser problem than them not reacting to melee attacks which must come from nearby!
  15. Hey there kids, so, I'm looking for a Fan Mission that I have played some time ago, I believe it was in 2018. The author, might have been one of our veteran members, like Goldwell or Sotha, but even if I might know the Author, I didn't seem to find it. The best detail I can give though is a spoiler, here: Could someone help me find this mission?
  16. I'm not sure if that's true. I think it's his own choice (at least that's what he said to me on discord). Although you're a teammember yourself, so maybe you know best what the status is. But when he's so involved with TDM it's a little strange. He's active on the wiki, he's active on the bugtracker, he has active contact with teammembers and mappers on discord, working on different missions.
  17. quite a beauty aint it back in those days cable management was not a thing though so i have some plans regarding that. the front knobs are for fan control you needed a pretty optimized setup on fans to keep these old timers from going into nuclear meltdown when overclocked into the high 4 ghz range. one of my friends had one in an alienware with an ln2 setup (basically a freezer attached to the cpu as cooler) the whole board needed to be dipped in silicone grease to keep moisture out of the components so it was a bit of a mess but his board ran a core2 at 5.6 ghz so it was lightning fast at that time. for my own setup ill probably go with an aio water cooler mounted on the sidebracket in the picture. ill probably also keep the fan controls since it allows me to micromanage a positive airflow system that wont blow your head of with the fan noise.
  18. As my custom assets work has increasingly shifted from models towards scripting, I'll open a new thread here to contain any scripts that I write which can be reused in other missions, starting with the A ) Presence Lamp This is a Lost City-style lamp that brightens and dims depending on the presence of the player or an AI. It fades between 2 colours and can trigger its targets whenever it switches fully on or off, so it should also be viable in various other situations. The standard setup consists of the following: - a trigger_multiple brush. The spawnarg "anyTouch" controls whether AIs, too, are able to activate it - a presence lamp, highly recommended with a colorme skin - one presence light, or any other light with appropriate spawnargs The targeting chain is trigger brush -> lamp -> light When the player or an AI stands in the trigger_multiple brush, the lamp switches on and starts a short timer. Subsequent triggers reset the timer. If the timer runs out because no one's standing in the trigger brush anymore, the lamp switches itself off. Notes - Multiple trigger brushes can target the same lamp, and one trigger brush can target multiple lamps. However, each presence lamp can only target one light, so if you want i.e. a bouncelight you'll need to hide an additional silent presence lamp somewhere and target it from the same trigger brush. - The lamp and the light use their own colour spawnargs respectively, since setting 0 0 0 on a lamp would make it appear pitch black. - Technically the trigger brush can be exchanged for anything else that triggers the lamp every 0.5s (this number can be changed via "update_interval" on the lamp), i.e. a trigger_timer. - This was originally named the proximity lamp and was one of many scripting jobs for The Painter's Wife. I've renamed it to "presence lamp" because the mapper may place the trigger brush(es) wherever he wishes: proximity to the lamp is not a factor. Credits go to Bikerdude for putting together the crystal lamp models. Download Presence Lamps - Google Drive Place or extract the .pk4 into your FM archive, then look up the presence lamp prefabs. If you already are using other custom scripts, remember to add the presence lamp's .script to your tdm_custom_scripts file. B ) Teledoor This is a Skyrim-style door which opens just a bit into a black_matt "void" before teleporting the player to a different area of the map, which may represent the other side of the door. This is used for connecting physically separated map areas with each other, such as when there's an exterior/interior split of a building or ship to allow for more mapping freedom. [Full Thread] C ) Mass Teleport This is a teleportation setup designed to seamlessly teleport the player and any moveables between two identical-looking areas. This allows the mapper to link 2 physically distant areas with each other while maintaining the illusion that they're connected. The teleportation zones should be free of AIs as they can't be teleported like this. [Post] D ) Automaton Station A station for Sotha's automatons (includes the automatons) which can be switched on and off by patrolling automatons. (Part of core assets as of 2.10) [Post] E ) Camgoyle A sentient turret originally made for the FM Written in Stone. It's based on the new security camera entity and augmented with scripting to allow it to fire magical projectiles at the enemies it detects. People are more than welcome to use it and to convert it into something else, such as a mechanical turret. [Post] [Download] F ) Audiograph The audiograph is an Inventor's Guild device for playing back recordings stored on spindles, which are small metal cylinders the player can pick up and store in his inventory. [Post] G ) Turret A new companion to security cameras familiar to Thief players. It will become active as soon as an enemy is detected by a targeted security camera, firing projectiles to fend off the intruders. Similar to the security camera and the camgoyle sentry, turrets are highly customisable in their behaviour and appearance. [Thread] G ) Fog Fade Dynamically change fog density depending on what location the player is in. [Thread]
  19. To cater to both audiences. I mentioned LibreGameWiki as one example. nbohr1more mentioned other uses. Explicitly allowing reuse and spread will help TDM reach a wider audience and would hopefully attract more volunteers. More volunteers which can help improve both TDM versions. There are several benefits for a project of being in the Debian repo. One is that TDM Debian-users can report defects on any package directly to Debian (no need to register on separate forums). Debian may then fix the issue themselves (in their "TDM-libre" package) and will offer the patch upstream to TDM, who can then choose to accept or reject the patch. I envision "TDM-libre" to have the same capability of downloading any mission as regular TDM. The only difference is that "TDM-libre" would come packaged with the regular engine (which is GPL+BSD) and an included mission that has libre media/gamedata. When I play TDM by myself, I want the unlimited-play and can accept commercial restrictions. But if I were to promote it somewhere, or charge for a stream when playing online, or make a video, I would want a version without commercial restrictions (and can temporarily accept limited-play) to make sure I don't violate anyone's copyright. Perhaps. That's what I'm trying to find out.
  20. ------------------------------------------------------------------------------------------------------------ "Beneath the sands of Al Farum lie the desolated compounds of the Clockmaker's disciples. Before they made time itself become uniform, hours and centuries were pouring into the different lands like summer rains - unequally. Some lands, unimaginably ancient, were worn down by wind and sun, while others remained forever young like gardens of The First Serpent, filled with the creations of yet unskilled gods. Travelling helped to not only develop the sense of space, but also the - now forgotten - sense of time currents. That's where the disciples came from - travelers of time's labyrinth, always aware of its imperfections and splits, skilled in recognizing threats that grazes from the outside of time itself. To prevent floods and droughts of time, the disciples went back as far as they could to the source of time and studied it - they were referring to it as the Great Clock, the Clockmaker, the Time Sun - whatever it is, it tends to lose its impact on random locations, causing the land to fracture and tremble. The disciples managed to develop machines, the Great Clock's pendulums, that adjust its work and makes the world appear as we tend to think it always is. But the travelers are long gone now. It is unknown if they failed to foresee a terrible fate that awaited them in their struggle, or if they mastered their art to the point where they decided to abandon this torn apart world, making a great leap to a better one. All that remains are partially operational machines maintaining unseen matter with growing effort. Sadly, it seems that the only ones who can make use of its bizarre manifestations are the wealthy tourists who find joy in the spectacle of balancing life and death, movement and stillness. Simple minds toying with the scales that used to dose the essence of time, they mindlessly throw sand into the clockwork world's gears. The split is imminent and the momentum unstoppable, yet there is no one to foresee it." -------------------------------------------------------------------------------------------------------------- Simple idea of spawning different creatures on enclosed arena - they fight with each other or with you. Default teams are townsfolk and monsters (both undead and spiders). Thieves are on player's side. Pagans, moors and mages on elementals side. download link: https://1drv.ms/u/s!AoIlw2GQnPGZdyRRqJspMgGsi38
  21. I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
  22. I'm thinking existing maps are kept as they are today, and keeps using the same assets as today. This so they can stay the same as today and won't deviate from how their author intended them to be. The existing missions won't be libre, but it is quite possible that the authors don't want them to be libre. If an author of a mission said "this mission itself is libre, but it relies on NC assets" then it would be possible to replace the NC assets to libre assets and the entire mission would be libre. Yes. If a mapper wanted to create a libre mission they would need to restrict themselves to only using libre assets. In this post, I suggest that Dark Radiant should allow mappers to search/filter media/gamedata by license (if DR does not already do this). Such a filter functionality would help facilitating the creation of a libre mission.
  23. Evenin, Taffers! My FM for the Grand Christmas FM Contest, Business as Usual... updated 16-01-10 (fixed all of the minor errors people were having) "Got a new place in the old quarter, but as the saying goes 'the more things change the more they stay the same..." "...Tiss the holiday season and the first snows are upon us, bah bloody humbug. As usual there is a local thief who needs taking down a peg or two and some noble boasting about his wealth down the local tavern. Thankfully this part of town is free from the likes of the Builders, but my 'old friends' the Guardians are as usual keeping an eye on things..." Download links: filefront Build Time: 5 weeks, starting December 13th. 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 my beta testers: Serpentine, 7upMan, StiFuNelson, FFox, Acolyte, Chiron and others who did an awesome job. Known issues:- # This mission will have less than optimal fps at a few points on the map. # Enabling bloom on low end PCs will drop off 5-10fps # On low end PCs I recommend, V-sync is off, AA is off, Aniso is 4x or lower. # Additionally, on low end PCs you may have to disable player shadow - bring up the cmd line in tdm (ctrl-alt-`) and then type the following line ' g_showPlayerShadow 0 '
  24. Now that I've finished The Black Parade, I'm definitely open to checking out more NewDark era missions. I want to see what other ideas are possible now that the Dark Engine has been unchained.
  25. Another mission I can highly recommend is The Scarlet Cascabel. Probably even the best of the missions I played. Really great.
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