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  1. Another mission I can highly recommend is The Scarlet Cascabel. Probably even the best of the missions I played. Really great.
  2. The gamepad implementation allows for a great degree of flexibility to personalize settings, aside from a few minor issues that I mentioned here: https://forums.thedarkmod.com/index.php?/topic/22337-gamepad-bindings/ I would say that playing TDM with a gamepad works very well, especially considering that it was implemented as experimental and hasn't been changed since then. If I could, I'd go back to 2021-you and congratulate you on buying that gamepad. I notice that your DarkmodPadbinds.cfg looks very different from mine...
  3. I find it alarming that 5 missions with 2.10-only elements take 15% of space among all 158 released missions.

    1. Show previous comments  4 more
    2. duzenko

      duzenko

      I find it alarming that core assets get more irrelevant as years pass by. In 2022 it's expected to have gigabytes of textures. And we don't want more missions with the same re-shuffled rooms and models.

    3. Dragofer

      Dragofer

      It might be worth to launch an initiative to merge new custom content with the core assets.

    4. AluminumHaste

      AluminumHaste

      You're looking at this all wrong. Every new mission that comes out with custom assets should be a big thank you for contributing to the core game. No reason they can't be added.

      Nobody should be making assets for tdm with the express intent of a single release/use.

  4. Hello, I'm new to the dark mod. I just installed it and I can't select any missions. None show up in the available mission screen even after downloading a couple fan missions. It kinda seems like the missions are there, just invisible. But selecting them and clicking the install mission button only restarted the game and didn't do anything. I tried using different versions of The Dark Mod like 2.09, 2.09a, 2.09b, and the latest 2.10 beta and none of them made a difference. If it matters, my pc specs are AMD Ryzen 5 2500u, Radeon Vega 8 Graphics, 8 GB Ram.
  5. Screenshots: Mission: Breaking out the Fence Version: 1.00 Released: 17/03/2014 Theme: City Author: kyyrma Testing and additional content: RJFerret, Airship Ballet, Goldwell Breaking out the Fence continues the story from my first FM In a Time of Need. The player once again takes the role of an anonymous Thief who is getting tangled with an organization called the League of Seafaring Merchants. This time you will be sneaking your way into an import shop down at the South Docks and getting your fence Terry out from a pinch you have indirectly got him into. Prior knowledge of the story is not strictly necessary, and the level works just as well as a one shot stand-alone mission. Note that the story briefing is quite long - if you don't appreciate walls of text in your game, all the relevant information is on the last page. However if you want to set the mood and enjoy a good tale of skullduggery then give it a read. The difficulty level is moderate to high, and compared to my last mission it is much larger. The average play time should be around 1 - 2 hours depending on how much you decide to explore the level. You will start the level with only a blackjack, compass, spyglass and a map. You have to find the rest of your equipment while on the job. If you can't find a pair of lockpicks, remember to keep your eyes peeled for keys! The only differences between difficulty settings are the objectives, with higher difficulties requiring either a no-kill or a full ghost playthrough. Injection needles have been made a loot item, so remember to pick them up if you are going for loot completition I've succumbed under peer pressure and decided to have a poll where you can rate the level, but I would really appreciate your comments as well! Please get back to me if you have any questions or critique regarding the mission. Help! I'm stuck! How do I find the key to the closed off area in the sewers? Download links: If the mission is not yet available from the in-game downloader, you can use the following link: Private mirror Installation: Drop breakingout.pk4 in you darkmod/fms/ folder Run TDM and select New Mission. Breaking out the Fence should now appear on the list of downloaded missions. Install and play. Known issues: AI pathfinding can be slightly erratic at times Outdoors can cause performance issues on low-end hardware Sleeping AI can glitch through the bed if KO'd or killed There remain some audio issues such as pop-in and incorrect sound propagation Thanks: My testers RJFerret and Airship Ballet for their invaluable input and help during the creation of the level Goldwell for providing his vocal talent for the characer Terry All the TDM devs for creating such a great game All the people who have answered my newbie questions at the Editor's Guild
  6. sorry i was using your fan mission when i made random funny videos and posted bunch of it on random video of the day thread on off-topic section. My videos are "Unique way to kill yourself in The Dark Mod : getting knocked over by iron gate" and "Hurting a guard by throwing a pickable sword for fun " . However, i really enjoyed every aspect of this mission, is this FM take place in far top of the city? The raising bridge adds a uniqueness to this fan mission and you can prevent the bridge from raising up by placing unconscious body on the corner between iron gate / building door and the bridge passage. I got a huge fps dip when i am walking on the bridge roof and in another open area and i am accustomed to withhold my composure with intel HD graphic performance
  7. Thanks! 1) Doing LONG_PRESS PAD_A (what I, for lack of knowledge, call "jump-mantle" or "_jumpmantle") differs from doing PRESS PAD_A ("_jump"). "_jumpmantle" differs from "_mantle", so they must be mapped to different button-calls. "_jumpmantle" differs from "_jump", so they must also be mapped to different button-calls. This appears to be the case, but it is not evident (or changeable) in DarkmodPadbinds.cfg. "_jumpmantle" seems to be hard coded to always connect to the same button as "_jump" but with a long press. It is as if bindPadButton PRESS PAD_A "_jump" is not actually just binding PRESS PAD_A to "_jump", but rather interpreted as "link PAD_A (regardless of button press time) to behave exactly like keyboard SPACE for short and long presses". I would have expected the default DarkmodPadbinds.cfg to explicitly read: bindPadButton PRESS PAD_A "_jump" bindPadButton LONG_PRESS PAD_A "_jumpmantle" bindPadButton PRESS PAD_B "_crouch" bindPadButton LONG_PRESS PAD_B "_mantle" ... but neither LONG_PRESS PAD_A or "_jumpmantle" is listed in the file. If there are actions "_jump" and "_mantle", I suppose there must also be an action "_jumpmantle" since it is possible for the player to do all those movements: * "_mantle" does the movements "crouch on the high surface, then stand up" * "_jumpmantle" idoes the movements "jump slightly forward, then land standing on the high surface" * "_jump" idoes the movements "jump up, then land exactly where you started" If the actions "_jump" and "_moveup" are not synonymous, then perhaps the action "_moveup" is what i call "_jumpmantle"? 2) Thanks for the link! It was useful in more than one way. I'll link to that page from https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings#Gamepad_Default_Bindings if I can get an account on the wiki, which proved more difficult than i thought (https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/). However, it does not answer my question how to find out the name ("<button>") used for a button on my gamepad. Basically, I would need to press the button on my gamepad and some program could tell me "That button is called 'PAD_A'". In my case, I have a gamepad "Logitech F310" (https://commons.wikimedia.org/wiki/File:Logitech_F310_Gamepad.jpg) which has a "Logitech button" (see image) that I want to use. I was hoping to find out the "button name" for that button and then edit DarkmodPadbinds.cfg to map it to a function. 3) ... but if that button has an "unusual name" that TDM does not recognize, then it may perhaps not work. E.g. if that button is called "PAD_LOGITECH" and TDM cannot recognize that name, then I cannot map anything to it via DarkmodPadbinds.cfg. Using QJoyPad I can map any keyboard key to it instead, as a workaround, but I cannot map MODIFIER to it (since MODIFIER cannot be set to a keyboard key). If current implementation is still called "experimental", then I must say it works very well; @cabalistic: kudos for that! I may not have continued playing TDM had it not worked with a gamepad.
  8. On the positive side, a fan mission for Thief Gold is probably so underground that no one will ever notice.
  9. Okay: I replayed a few missions with difficulty set to Hardcore which is the maximum setting. Nothing obvious changes: All of the same issues persist, including the ability to beat up a guard with no reaction by climbing on a table in total darkness. All that changes is guards running to your location a bit more accurately when seeing you from a distance, attacks however don't count as sight. I decided to record a video for this thread to show my point, Crucible of Omens: Behind Closed Doors. What's happening here: While standing on a ledge that should be reachable by a stair, I shoot the guard in the back as he's walking away. His first reaction is to run down the stairs in the completely opposite direction. A few seconds later he comes running back up, only to go in a crevice at the other opposite end of where I was located. By sheer chance he heads somewhat toward my initial position, after which he runs down the stairs again. He finishes his alert state far away, looking for me far at the bottom of the stairs where I clearly wouldn't have been located. How this could have been better: The guard was shot in the back, it doesn't take a genius to tell that's where the arrow came from. He should have picked random positions in a cone originating from his view and facing toward me at the moment of the shot: He shouldn't come running to my exact location which would be both difficult and unrealistic, but should have searched in my general direction such as the wooden door to my right.
  10. Sorry to resurrect an old thread, but what is the conclusion here? I'm particularly asking about textures.com, because in my latest FM (WIP) I've used tons of textures from there. When I first looked at it, I had concluded that it was OK to use them, but now I'm second guessing that because of this (also mentioned above): Please note that it is not allowed to release our images under Open Source licenses (even when the materials are modified). If you are working on an game that is released under an Open Source license, you need to release content that has been created using our materials under a closed source license. However, this here make me think it might be OK? From https://www.textures.com/support/faq-license#3d-model CAN I USE THE MATERIALS ON A 3D MODEL OR SCENE OR VIDEO GAME LEVEL WHICH I WILL OFFER OR SELL ON A DIGITAL MARKETPLACE? Regular textures may be bundled with 3D models, scenes or video game levels under the following conditions: you have customized the materials for the 3D model, scene or game level, all materials are actually used on the 3D model, in the scene or game level you are selling the model and materials in one package. In other words: do not use bundling as a loophole to sell a texture or material pack. Please add the following text in the documentation accompanying the model: "One or more textures bundled with this project have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information." IMPORTANT: the exception to this is any content in the Special Content categories: 3D Scans, 3D Scans Atlas, 3D Objects, 3D Foliage, Substance, PBR Materials, Decals, HDR Spheres, HDR Skies, Graphic Designs and 3D Ornaments. The materials in these categories may NOT be bundled with 3D models or scenes. This even applies when you modify the materials: modification does not mean you are allowed to bundle these types of materials. Again I'm specifically talking about using these are part of a fan mission, not the core game. To satisfy the conditions above, I will: customisation: all textures have been converted to different formats (.dds and .tga) or resized I won't include any textures in the .pk4 that aren't included in the mission the FM will be bundled into a single .pk4 package (and I'm obviously not selling it). I'm only using the 'regular textures', not PBR or 3D materials. I will include the text 'One ore more textures...' in the FM readme.
  11. The mission doesn't keep going but I kept going and found more stuff. And I kept going and found more stuff. And I kept going and found more stuff... By The Cookbook is The Bakery Job on steroids. Probably the best mission among the very small, simple, humble missions in the TDM catalogue. Congratulations, @Skaruts. Very well done.
  12. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  13. "In remembrance of him" version 2.0 You are a nameless hero, who was asked for help by someone you feel deep compassion for. Your plan is to avoid the streets and head towards your goal through the nearby buildings and inner alleys. Unfortunately for you, the area is not a peaceful one this night in particular. This is not meant to be a classic Thief-like mission, though I believe all the major elements are there; its meant to be more of an adventure where the player has freedom to move inside the available space in different ways, can choose to confront or to sneak past challenges, to get involved with the characters around him and explore, or to avoid any detour and head directly for his objective; he will also be faced with obstacles to his progress that will have to be overcome using a mix of dexterity and logical thinking. This is not a mission for beginners, ironically - there will be very little equipment other than your weapons, and you will need reasonable knowledge of your character's physical skills and limits (jumping, mantling), as well as being able to easily interact with objects, in order to succeed. Some of the encounters with enemies might also be difficult. Not every person will be aggressive towards the player, however. It is possible to find peaceful folks gathering outside, minding their own business. Of course, everyone who catches you invading their homes will defend themselves, and they might unite to face you. Others will be hostile to the player on sight - approach anyone outside with care; don't trust dangerous men carrying heavy weaponry. You don't need to kill any innocents to fulfil your goal. Images Building time Help Walkthrough Credits Download http://www.mediafire...q13iidqqlig1w33 https://dl.dropboxusercontent.com/u/17706561/remembrance.pk4 *** The HELP section is being constantly updated with explanations, check it first if you have any issues with the mission. There is also a Walkthrough section in case you got stuck. ***
  14. Intro: Back among these old walls again, it seems. The alleyways and courts beckon, the smells and flickering lights the same as ever. Have I been away so little that I remember them all? No matter. This time, my objective once more brings me to the Builders: one of their workshops has recently received a shipment of potent explosives... Although inert before it is treated with a volatile compound, there is bound to be a mechanician who will pay a good price for the lot. That settles my agenda for the night. I must be careful, since the Builders aren't known to be lenient with trespassers... and if they knew it was the same fellow who had already paid them a visit... but best not dwell on trivialities. I have found a way to the street where the storehouse is located, and hid myself next to the south gate. If I am unable to open it from inside when I am done, I may just have to find another way out. It is an hour before midnight. Time to go.." Build Time: 3 months. Thanks:- Huge respect to the Dark Mod team for such a great mod and for all the hard work they put into it and continue to put into it. Special thanks to Fidcal, Serpentine and others for their help on the forums. Melan for making the original map and puttin up with my constant tweaking, the beta testers: Serps, Grayman, nbohr1more, , NewHorizon, 7upMan and others who did an awesome job. Info # Please download TDM 1.04 before playing this FM, as a lot of 1.04 textures have been used! # On very low end PC's with a "Pentium"4 or "HD2400pro" that are even considered low for vanilla Doom3, I recommend that V-sync is off, AA is off, Aniso is 4x or lower and "Ambient rendering" & "interaction shader" are set to their lowest settings. Also playing any tdm mission I suggest you do a fresh reboot of windows, this will flush the ram which enables a few extra fps in tdm. Enjoy
  15. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  16. Is that so? Well then, it takes more than one shot to kill a Bull Moose! I do have ideas on what the recipe could have actually been, if you and anybody else wants to know, here it is in spoiler: I always loved when missions have a climax and then you finally read it, you finally know it. You know what they say; curiosity killed the cat...And satisfaction brought it back. I will never NOT play a mission's sidequest. Also I'm glad to know you're very eager for TDM mission making, wonder what you have on the works, no doubt it will be as great as this one and that is much to say knowing that, again, it's your first mission!
  17. Penny Dreadful is a fan mission series dealing with the exploits and misfortunes of Gerald Foxley, lowlife and common opportunist. To stick with the theme of lurid and disreputable pulp literature, these missions are planned to be nasty, brutish and short (more or less). They also allow me to experiment with gameplay ideas which do not fit TDM standards. In the first episode, The Grail of Regrets, what started out as a routine case of extortion ended with Gerald in the possession of the eponymous Grail. In the second, we will quickly learn that his newfound fortunes would be even shorter than anticipated... All the Way Up "Some say sudden wealth is a blessing, but those people are suckers. Me, I am the more careful kind. So when it turned out The Grail of Regrets, this sinister relic I dug up from a long-forgotten undercellar, brought in an unexpected number of the rich and influential, I knew my only course of action was to sell, and do it quickly. My best offer came from Archibald Flint, the boss of Fiddler's Hill and its merry men: one of the bigger names in the business, and as they say, the occult. Not that I would say no: if a man like him wants something, an independent can only hold out so long as he has contacts left - or fingers. Trouble is, someone else also wanted to do him a favour... On my way to Fiddler's Hill, I took a shortcut through Willett's Bridge, an antique thoroughfare bypassing some of the slums I wanted to avoid. The place enjoys a bad reputation - high tolls, confiscated cargo, and a series of gruesome accidents. Not the best place to be seen carrying a precious relic, but when you are in a hurry it is easy to make mistakes. The ramshackle mansion above belongs to a man named Messer Montrose, a factor who lords over the place with a group of thugs, and whose contacts with the Bailiff of the nearby jail has made him above the law. His men were waiting for me high above the city, and after a savage beating, threw me over the bridge down into the muddy streets. And so..." Download links: MEGA (43 MB) ...and the mission downloader! ***Performance warning***:due to its construction, this mission's hardware requirements exceed the TDM baseline. The mission has been tested on a variety of configurations, and generally produces acceptable frame rates on contemporary or slightly out of date hardware. Some older PCs may experience significant slowdowns in the open areas, which may render the mission unplayable for some people. I offer my apologies for this inconvenience -- optimalisation should be credited to Bikerdude, while the remaining problems are all mine. You will need TDM 2.02 to play this mission. Notes: There are multiple ways to accomplish your objectives, and even more to explore the mission - although some are less obvious than others.There are no lockpicks in this mission, as Foxley can't use them; also, he is no master thief when it comes to stealth - be careful! Brute force, if necessary, is legitimate.There is no poll to rate the mission because I do not believe in them. Your comments are welcome in writing, however!You can find my concept art in the PK4 file. These images obviously contain heavy spoilers.This mission series predates, and is thus unrelated to the Penny Dreadful TV series.Special thanks: to my testers; Airship Ballet, AluminumHaste, Lux, Obsttorte, Premier, Skacky and Xarg for detailed and thorough feedback, which has been invaluable. Springheel for the custom GUI and loading screen, RJFerret for help with objectives, Goldchocobo & Co. for voice acting, Grayman for gib generation and, last but not least, the Canon Texture Project for various canonical textures. 1.1 update note: This mission has been released in an updated version. This update contains a number of small bugfixes, it adds slightly more equipment on lower difficulties, and cuts down on file size by removing duplicate assets which have been incorporated into the TDM core since the mission's release (43 instead of 102 MB!). Thanks are due to my testers, Bikerdude, lowenz, nbohr1more and Oldjim.
  18. I just finished another of skacky's missions, Midsummer Night Heist. Quite nice, and moderately sized mansion mission. And, quite a step up in terms of visuals compared to the Thief Gold missions I played before that. I played the Chalice of Souls before that, but, the snow theme and city design somehow didn't pick me up...
  19. You can get this FM on our downloads page: http://www.thedarkmo...ondetails/?id=1 I guess it's a rather easy missions for players used to Thief Fan Missions, but feel free to post here in case you're stuck. Angua and me, we are humbled that this small map made it out of the door, accompanying the TDM 1.00 release. edit: poll added November 11th, 2011
  20. Somehow, I didn't get the "Objective complete" sound overlay and text display when I completed an objective with both the Between These Dark Walls and Endless Rain missions. Is that normal, and maybe a side effect of these missions having been developed for older versions of New Dark? I definitely got those in The Black Parade, so, it can't be a general thing.
  21. I'm rather surprised, for a "first mission", this was so visually appealing that it reminded me one of many Chocobo's classics. I hope your interest in TDM is still big, because I'd love to see more missions from you! By the way, what was Bert's secret?
  22. The Tears of St. Lucia was our second "alpha demo", released in 2008. It has been updated and is now playable using TDM 1.00. If you have played the map before, you won't find anything new--entities have been updated (like candles) but the map and gameplay have not been altered. Those of you who didn't get a chance to play it before are in for a treat, however. http://www.mindplaces.com/darkmod/fmdetails.php?id=15
  23. Thanks. I figured out that Thiefs Guild seems to be THE site for browsing these missions. I already found Endless Rain there, when I checked skacky's missions. Looks like it's part of a series of maps, so, I'll probaby start with the prequel, "Between These Dark Walls".
  24. The newest fan mission titled "Down and out on Newford Road" doesn't want to install because I get an error message saying, "Cannot install this mission, as it requires The Dark Mod v.210. Well, there's a problem, version 210 doesn't even exist yet, so how can I update my game if that version hasn't been released yet?!?!? The current version is still version 2.09. I need help with this issue please, thank you!
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