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  1. I just found out that this is by the guy who did level design for Dishonored (for the Flooded District levels, I think?), which raised my interest level from low to very high. Never really played FMs on Thief Gold or Thief 2, so, I'll have to check out how it works again...
  2. like changing the speed maybe every minute or two... or is the speed hardcoded?
  3. I would use this massive list for any fan missions, it includes campaigns too: https://www.ttlg.com/forums/showthread.php?t=148090 There are a lot of Fan Missions for the picking, I myself go for the lesser known ones and the short variety, because sometimes they hide a gem or two. Just like jaxa, I'm a bit outdated after the temporal retirement, but I do remember some amazing campaigns like "The Black Frog". If you intend to play The Black Frog, you should play the first two of the L'Arsene series missions, it's how I did it myself. Also, yes, L'Arsene are a fantastic series. The first mission of L'Arsene is a "rough draft", author was a bit new to Thief level making, but still great either way, after the 3rd you will see how his skill increased by a massive amount.
  4. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  5. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  6. Thanks, Obsttorte. Your riddle, should you chose to accept it. Same set of functions per script but different functionality. In which order the engine reads the scripts and commands and therefore the content? Which script wins, which script gets reloaded and which script gets obviated? In case a script breaks the engine, please discard it and carry on with the exercise. Example with a base script: TDM/tdm_base01.pk4 ~ script/tdm_movers.script TDM/fms/anymission.pk4 ~ script/tdm_movers.script TDM/fms/anymission.pk4 ~ script/tdm_custom_scripts.script ~ #include "script/tdm_movers.script" (let's pretend this happens) TDM/fms/anymission/script/tdm_movers.script TDM/fms/anymission/script/tdm_custom_scripts.script ~ #include "script/tdm_movers.script" (let's pretend this happens) TDM/script/tdm_movers.script TDM/script/tdm_user_addons.script ~ #include "script/tdm_movers.script" (let's pretend this happens) Example with a custom script: TDM/fms/anymission.pk4 ~ script/tdm_nuke.script TDM/fms/anymission.pk4 ~ script/tdm_custom_scripts.script ~ #include "script/tdm_nuke.script" TDM/fms/anymission/script/tdm_nuke.script TDM/fms/anymission/script/tdm_custom_scripts.script ~ #include "script/tdm_nuke.script" TDM/script/tdm_nuke.script TDM/script/tdm_user_addons.script ~ #include "script/tdm_nuke.script" Ready, steady, go
  7. I mean names you can display on screen for the general audience when holding an object. Refer to the screenshots I posted. ------------------------------------------------ I would say we should employ the language/translation system (#str_). I expect most entityDef names (plus model names) are quite descriptive already: atdm:moveable_bowl_large_pewter (bowl01_large.lwo) atdm:moveable_mug_wood_old (mug_wooden01.lwo) atdm:moveable_ball_spiked (spiked_ball.lwo) atdm:moveable_coffeetable (coffeetable1.lwo) atdm:moveable_rock_small01 (smallrock1.lwo) ... When in doubt just fire up DR and see the object in question. Thinking of skins we should avoid including names of materials or colors, in example instead of a "Red Apple", stick to "Apple". Instead of "Pine Chair", let's name it a "Chair". Many times it will be difficult to settle on a name therefore simpler/shorter will be better: up to mappers to spice things up. Now if you ask me, how do we approach existing missions? No idea, haven't thought of it. And bound items such as candles and candle-holders? I don't know, Candle? One case at a time, I guess.
  8. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  9. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  10. Hidden Hands: Vitalic Fever Filename : hhvf.pk4 Date of release: 20/07/2019 Latest Version: 3 (17/02/2021) Download via the in-game downloader or here: http://www.southquarter.com/tdm/fms/hhvf.pk4 http://darkmod.taaaki.za.net/fms/hhvf.pk4 http://www.fidcal.com/darkuser/missions/hhvf.pk4 Known bugs: - stencil shadows do not work correctly (version 1) - sometimes, the character "Applefinger" cannot be knocked out when sitting on the chair without failing the mission. (version 1) Hidden Hands Series: I. Initation - II. Vitalic Fever Jack Farmer: mapping & drafts Amadeus: alpha testing, geometry fixes, performance checks, drafts for gameplay and objectives, revision of all readables, dialogues & narrator texts Grayman: AI fixes, gameplay fixes, trap fixes Duzenko: alpha testing, performance checks and improvement tips Beta Testers: - Joebarnin - Cambridge Spy - Boiler's Hiss (aka "The architect's darling") - Jedi_Wannabe (aka "The man of many voices") - Amadeus (aka "The Writer") Voice actors: Malasdair Narrator Jedi_Wannabe All four guards chatting about the guests, chickens, inventions and unusual job interviews New Horizon The educated Builder Goldchocobo The naive Builder Special thanks to: - Springheel, Sotha, and Fidcal for the tutorials. - VanishedOne, Stumpy, Destined, Grayman, Joebarnin and ERH+ for patiently answering my questions solving all the in-game problems. - PsymH (aka "Stringer Bell") for connecting me with the right guys on TTLG for additional voice acting. - Goldwell for teaching me how to integrate a custom video in a fms and helping me with troubleshooting during the integration of one of the Builder's voices. - all voice actors & beta testers for their great support. - all others not mentioned here who answered my questions in the Newbie thread or via PM. Contributors from the Inventor's Guild: - Destined wrote a new definition for the "spidsey-babsies", enabling those beasts to move through tunnels. - Grayman wrote a script enabling Halfrid to hold the quill only when it is needed. He also fixed several other AI problems with respect to path finding, damages and interaction with light switches. Pilfered items: - Portal sky with hills and trees originally developed and arranged by Sotha for "Thomas Porter: The Transaction". - Frobbox booster re-created from a map originally developed by Grayman All new ambient music and sound effects written, performed and mixed by Jack Farmer. Briefing video by SirSmokeAlot Pictures
  11. Fully agree. Do it right, if at all. As I said, I was just brainstorming what other things could be done via optional mutators. Also, of course if a player enabled mutators, there's no guarantee that the mission if finishable with those, so there should be some form of disclaimer saying that FMs weren't designed with these mutators in mind and that they might not work properly. The existence of mutators should ideally never affect any mapper in their work.
  12. Hello all. Author of AngelLoader here. There were never any plans to support TDM in AngelLoader, as I figured the in-game system was adequate enough. Adding TDM support would not be impossible, of course, but would require quite a lot of work to shoehorn it into a loader that's mostly designed around NewDark games and the way they work and are structured. For example, TDM doesn't really have the concept of some external "FM archive folder", it just keeps the FMs in an "fms" subdir, doesn't it? And it doesn't really have the concept of a set of "local installed FMs" vs a set of "local not-installed FMs", but rather just "existent FMs and then one that's 'the current one'". Or something similar anyway. I'm sure there's lots more differences too. Also, if you wanted to download new FMs, you'd have to go in-game to do it anyway, then go back out to your external loader, which seems kinda awkward. I mean unless the external loader also duplicated the download functionality so it could replace the in-game one completely... but honestly that's more than I'm willing to take on. Also, regarding Linux, AngelLoader pretty much can't be made to run on it natively for reasons, unless you're one of the lucky ones who can manage to get it working on Wine (some can, some can't - I haven't been able to). It's tied to WinForms because of the RichTextBox (it needs to be able to show .rtf files) and .NET kinda has no UI framework for Linux, not even MAUI supports it... there's Mono but its WinForms isn't a perfect clone either... I can't move to modern .NET post-Framework versions either because the dark theming breaks. WPF has a RichTextBox but it's unusably slow. etc. It's a whole mess. So, really, given AngelLoader has to support rtf and a bunch of other legacy Windows-y stuff for its Windows-y games, and it's designed with Thief-y assumptions, it would probably be better to write a new loader from scratch that only does TDM and can run cross-platform. You'd get rid of all the irrelevant complexity of a Thief series loader (including the need to display rtf!) and you could use Qt or something to have a nice uniform cross-platform look and all. But I'm not a C++ coder, I only know C# and just barely enough C++ to fumble out some simple things, so I'm not the one to do it. Anyway, AngelLoader is open-source MIT so anyone can feel free to fork, learn from, or take whatever they find useful from it.
  13. 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
  14. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  15. 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!
  16. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  17. Okidoki a complete listing of all pk4's in my fm folders is as follows D:\Thief\darkmod\fms>dir *.pk4 /S /B /ON D:\Thief\darkmod\fms\alberic3\alberic3.pk4 D:\Thief\darkmod\fms\alchemist\alchemist.pk4 D:\Thief\darkmod\fms\anh\anh.pk4 D:\Thief\darkmod\fms\antr\antr.pk4 D:\Thief\darkmod\fms\beleaguered_fence\beleaguered_fence.pk4 D:\Thief\darkmod\fms\betrayal\betrayal.pk4 D:\Thief\darkmod\fms\blackbog\blackbog.pk4 D:\Thief\darkmod\fms\breakingout\breakingout.pk4 D:\Thief\darkmod\fms\broads\broads.pk4 D:\Thief\darkmod\fms\builders_blocks\builders_blocks.pk4 D:\Thief\darkmod\fms\builders_influence\builders_influence.pk4 D:\Thief\darkmod\fms\business3\business3.pk4 D:\Thief\darkmod\fms\business3\business3_l10n.pk4 D:\Thief\darkmod\fms\caduceus\caduceus.pk4 D:\Thief\darkmod\fms\cathedral\cathedral.pk4 D:\Thief\darkmod\fms\chalice\chalice.pk4 D:\Thief\darkmod\fms\closemouthed_shadows\closemouthed_shadows.pk4 D:\Thief\darkmod\fms\crown_of_penitence\crown_of_penitence.pk4 D:\Thief\darkmod\fms\crystalgrave2_1\crystalgrave2_1.pk4 D:\Thief\darkmod\fms\crystalgrave2_1\crystalgrave2_1_l10n.pk4 D:\Thief\darkmod\fms\deceptiveshadowsv1_2\deceptiveshadowsv1_2.pk4 D:\Thief\darkmod\fms\deceptiveshadowsv1_2\deceptiveshadowsv1_2_l10n.pk4 D:\Thief\darkmod\fms\delivery\delivery.pk4 D:\Thief\darkmod\fms\fauchard\fauchard.pk4 D:\Thief\darkmod\fms\flakebridge\flakebridge.pk4 D:\Thief\darkmod\fms\follow\follow.pk4 D:\Thief\darkmod\fms\gatehouse\gatehouse.pk4 D:\Thief\darkmod\fms\glenham\glenham.pk4 D:\Thief\darkmod\fms\glenham_tower\glenham_tower.pk4 D:\Thief\darkmod\fms\heartv2\heartv2.pk4 D:\Thief\darkmod\fms\holetower\holetower.pk4 D:\Thief\darkmod\fms\houseoftheo\houseoftheo.pk4 D:\Thief\darkmod\fms\innbiz\innbiz.pk4 D:\Thief\darkmod\fms\knighton_manor\knighton_manor.pk4 D:\Thief\darkmod\fms\lich_queens_demise\lich_queens_demise.pk4 D:\Thief\darkmod\fms\living_expenses\living_expenses.pk4 D:\Thief\darkmod\fms\lockdown1_2_1\lockdown1_2_1.pk4 D:\Thief\darkmod\fms\lordsnlegacy\lordsnlegacy.pk4 D:\Thief\darkmod\fms\lstl\lstl.pk4 D:\Thief\darkmod\fms\madmountain\madmountain.pk4 D:\Thief\darkmod\fms\mandrasola\mandrasola.pk4 D:\Thief\darkmod\fms\naog\naog.pk4 D:\Thief\darkmod\fms\nhat2\nhat2.pk4 D:\Thief\darkmod\fms\oldhabits1\oldhabits1.pk4 D:\Thief\darkmod\fms\oldhabits2\oldhabits2.pk4 D:\Thief\darkmod\fms\outpost\outpost.pk4 D:\Thief\darkmod\fms\pandoras_box\pandoras_box.pk4 D:\Thief\darkmod\fms\parcel\parcel.pk4 D:\Thief\darkmod\fms\patently_dangerous_v2\patently_dangerous_v2.pk4 D:\Thief\darkmod\fms\penny\penny.pk4 D:\Thief\darkmod\fms\phrase_book\phrase_book.pk4 D:\Thief\darkmod\fms\rake_off\rake_off.pk4 D:\Thief\darkmod\fms\reap\reap.pk4 D:\Thief\darkmod\fms\remembrance\remembrance.pk4 D:\Thief\darkmod\fms\requiem\requiem.pk4 D:\Thief\darkmod\fms\returntothecity\returntothecity.pk4 D:\Thief\darkmod\fms\rift\rift.pk4 D:\Thief\darkmod\fms\rightful\rightful.pk4 D:\Thief\darkmod\fms\saintlucia\saintlucia.pk4 D:\Thief\darkmod\fms\samhain\samhain.pk4 D:\Thief\darkmod\fms\score_to_settle\score_to_settle.pk4 D:\Thief\darkmod\fms\siegeshop\siegeshop.pk4 D:\Thief\darkmod\fms\sneak_destroy\sneak_destroy.pk4 D:\Thief\darkmod\fms\solarescape1\solarescape1.pk4 D:\Thief\darkmod\fms\somewhere1_1\somewhere1_1.pk4 D:\Thief\darkmod\fms\sons_of_baltona_1\sons_of_baltona_1.pk4 D:\Thief\darkmod\fms\sound_alert_trainer\sound_alert_trainer.pk4 D:\Thief\darkmod\fms\stalban\stalban.pk4 D:\Thief\darkmod\fms\storm\storm.pk4 D:\Thief\darkmod\fms\swing1_2\swing1_2.pk4 D:\Thief\darkmod\fms\thecreeps\thecreeps.pk4 D:\Thief\darkmod\fms\thiefsden\thiefsden.pk4 D:\Thief\darkmod\fms\thieves\thieves.pk4 D:\Thief\darkmod\fms\timeofneed\timeofneed.pk4 D:\Thief\darkmod\fms\too_late\too_late.pk4 D:\Thief\darkmod\fms\too_late\too_late_l10n.pk4 D:\Thief\darkmod\fms\training_mission\training_mission.pk4 D:\Thief\darkmod\fms\transaction\transaction.pk4 D:\Thief\darkmod\fms\trapped\trapped.pk4 D:\Thief\darkmod\fms\trapped\trapped_l10n.pk4 D:\Thief\darkmod\fms\vfat1\vfat1.pk4 D:\Thief\darkmod\fms\vfat2\vfat2.pk4 D:\Thief\darkmod\fms\windowopportunity\windowopportunity.pk4 D:\Thief\darkmod\fms\ws1_north\ws1_north.pk4 D:\Thief\darkmod\fms\ws1_north\ws1_north_l10n.pk4 D:\Thief\darkmod\fms\ws2_homeagain\ws2_homeagain.pk4 D:\Thief\darkmod\fms\ws2_homeagain\ws2_homeagain_l10n.pk4 D:\Thief\darkmod\fms\ws3_cleighmoor\ws3_cleighmoor.pk4 D:\Thief\darkmod\fms\ws3_cleighmoor\ws3_cleighmoor_l10n.pk4 Ahhh glenham.pk4 & glenham_tower.pk4 look to be identical so that would account for one of them I'll have a dig around for a caduceus duplicate, back in a mo --- EDIT --- Found it, caduceus\caduceus.pk4 & stalban\stalban.pk4 are also identical Panic over sorry about that, is it safe to just delete the folders & contents ? Will that reset the mission list or do I need to delete the missions.tdminfo file too ? --- EDIT --- I kept a copy ta
  18. Good catch. I fixed the .gui name, and added afterwards this brief explanation: The value here is a path to a custom video material shader. It is set at runtime by the engine, based on information the FM author provided in mainmenu_custom_defs.gui as, e.g.: #define MM_BRIEFING_VIDEO_MATERIAL_1 "video/tdm_briefing_video" (In older FMs, the video was chopped into parts, in which case the engine updates the value just-in-time. See comments in mainmenu_custom_defs.gui for details.) FYI, there is a similar system for debriefing videos.
  19. Did you delete the mission folder under darkmod/fms then download the latest version?
  20. Yes it goes around behind the player. It's a single body of water so it makes sense to merge it all into a single entity. It's easier to manage that way. I don't know if I really expect this to be fixed, or if it's even a bug and more a limitation. I thought I would raise it because the issue with the torches has plagued me for my last 2 FMs, so I thought I would raise it for awareness.
  21. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  22. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  23. To pick the job with shorter work distance and no need to move to a different city or the better paying one with shorter work hours, that is the question! Tough!

    1. Show previous comments  4 more
    2. Anderson

      Anderson

      Yeah and you can focus on yourself and whatnot. Moving and settling in with your belongings is like a second job for at least 3-6 months until you dismantle everything.

    3. Obsttorte

      Obsttorte

      Money is worth what you consider it to be worth. I wouldn't overestimate it's usage. I prefer free time and relaxation over bling bling, but that is a subjective decision.

    4. STiFU

      STiFU

      I am exactly the same. I have already chosen the nearby job and I am so happy with that decision. My girlfriend and I will move in together into a new flat very close to work. So that's awesome. :)

  24. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  25. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
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