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  1. https://bugs.thedarkmod.com/view.php?id=6436 I have this one which started from a similar observation, might make them for the other details too later on.
  2. Okay, this probably isn't the right place to report it, but some developers will see it here so I'll do it nevertheless ;): I just wanted to update TDM on another PC and when I use Google to find the installer, the first hit sends me to the following page where all links are dead: https://www.thedarkmod.com/download-the-mod/. The second hit sends me to the correct page (https://www.thedarkmod.com/downloads/), so I think the first page needs to be removed or get updated links!
  3. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  4. 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.
  5. True, but, 1. this thread is called "Western stealth FPS with Stephen Russell", and, 2. nothing you said changes anything for me. The gameplay still doesn't look like something I'd enjoy. And, if you really think this forum is cynical, then you don't visit forums much. Actually, the majority of the users are are pretty mature, unlike in other forums.
  6. "The Threepenny Revue" https://www.thedarkmod.com/missiondetails/?internalName=threepenny "I've been in the business of other peoples' valuables for as long as I can remember, so I'm no stranger to breaking and entering. But until today, I've never done a robbery on commission. I guess there's a first time for everything..." Randal Cartier, a local theater owner, thinks himself above paying protection money to the local gangs. You've been hired to prove him wrong. "The Threepenny Revue" is a first attempt at a Dark Mod Fan Mission. After playing TDM for ages and loving it, I wanted to try my hand at creating one of my own. As such, this is a short, simple, and relatively straightforward mission made to learn the ropes. The experience was very enjoyable, and I'm planning to work on another one in the future. In the meantime, I hope you enjoy this one. It's available now in the mission list, but in the event anybody wants or needs a backup source I'm hosting the files on my own site here. Special thanks to @Cambridge Spy, @thebigh, @Shadow, @wesp5, and @boissiere for Beta Testing and giving feedback, which helped enormously in ironing out problems in DarkRadiant
  7. Thanks for mentioning this: I did not know that and it explains some things, though I didn't imagine a +10 year old bug that got forgotten would be involved. I did mention it in my report about being able to beat up clueless guards by standing in total darkness, not as a primary focus though so this should probably be reported separately. https://bugs.thedarkmod.com/view.php?id=6436 The functionality you describe would be even simpler: Have a virtual box between you and the attacked guard and pick positions only from there. That would be hardwired to a 90* angle on every axis though: The best solution I can think of is using an AI awareness setting to trace a cone from the AI to the player and pick positions within that virtual cone, the smaller the cone the more accurate the guard's prediction so give it enough space to be fuzzy but accurate enough.
  8. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
  9. im running Arch Linux, i installed this game from the AUR. i added my user in games user group as suggested in during the installation of the game, when i try to launch the game nothing happens, so i tried running is through the terminal to get some output, i got this TDM 2.07/64 #8079 (8079) linux-x86_64 Apr 12 2019 18:24:35 found interface lo - loopback found interface wlp13s0 - ( i removed the ip ) found interface wlp13s0 - ( i removed the ip ) Found Generic CPU, features: MMX SSE SSE2 SSE3 tdm using MMX & SSE & SSE2 & SSE3 for SIMD processing. no 'darkmod' directory in exe path /opt/thedarkmod, skipping WARNING: using hardcoded default base path ------ Initializing File System ------ Current search path: /opt/thedarkmod/ /opt/thedarkmod/tdm_textures_wood01.pk4 (376 files) /opt/thedarkmod/tdm_textures_window01.pk4 (389 files) /opt/thedarkmod/tdm_textures_stone_sculpted01.pk4 (463 files) /opt/thedarkmod/tdm_textures_stone_natural01.pk4 (130 files) /opt/thedarkmod/tdm_textures_stone_flat01.pk4 (295 files) /opt/thedarkmod/tdm_textures_stone_cobblestones01.pk4 (224 files) /opt/thedarkmod/tdm_textures_stone_brick01.pk4 (520 files) /opt/thedarkmod/tdm_textures_sfx01.pk4 (69 files) /opt/thedarkmod/tdm_textures_roof01.pk4 (72 files) /opt/thedarkmod/tdm_textures_plaster01.pk4 (142 files) /opt/thedarkmod/tdm_textures_paint_paper01.pk4 (63 files) /opt/thedarkmod/tdm_textures_other01.pk4 (127 files) /opt/thedarkmod/tdm_textures_nature01.pk4 (281 files) /opt/thedarkmod/tdm_textures_metal01.pk4 (496 files) /opt/thedarkmod/tdm_textures_glass01.pk4 (51 files) /opt/thedarkmod/tdm_textures_fabric01.pk4 (43 files) /opt/thedarkmod/tdm_textures_door01.pk4 (177 files) /opt/thedarkmod/tdm_textures_decals01.pk4 (461 files) /opt/thedarkmod/tdm_textures_carpet01.pk4 (92 files) /opt/thedarkmod/tdm_textures_base01.pk4 (395 files) /opt/thedarkmod/tdm_standalone.pk4 (4 files) /opt/thedarkmod/tdm_sound_vocals_decls01.pk4 (28 files) /opt/thedarkmod/tdm_sound_vocals07.pk4 (1111 files) /opt/thedarkmod/tdm_sound_vocals06.pk4 (696 files) /opt/thedarkmod/tdm_sound_vocals05.pk4 (128 files) /opt/thedarkmod/tdm_sound_vocals04.pk4 (2870 files) /opt/thedarkmod/tdm_sound_vocals03.pk4 (743 files) /opt/thedarkmod/tdm_sound_vocals02.pk4 (1299 files) /opt/thedarkmod/tdm_sound_vocals01.pk4 (82 files) /opt/thedarkmod/tdm_sound_sfx02.pk4 (605 files) /opt/thedarkmod/tdm_sound_sfx01.pk4 (948 files) /opt/thedarkmod/tdm_sound_ambient_decls01.pk4 (8 files) /opt/thedarkmod/tdm_sound_ambient03.pk4 (24 files) /opt/thedarkmod/tdm_sound_ambient02.pk4 (163 files) /opt/thedarkmod/tdm_sound_ambient01.pk4 (220 files) /opt/thedarkmod/tdm_prefabs01.pk4 (960 files) /opt/thedarkmod/tdm_player01.pk4 (125 files) /opt/thedarkmod/tdm_models_decls01.pk4 (103 files) /opt/thedarkmod/tdm_models02.pk4 (2020 files) /opt/thedarkmod/tdm_models01.pk4 (3043 files) /opt/thedarkmod/tdm_gui_credits01.pk4 (49 files) /opt/thedarkmod/tdm_gui01.pk4 (715 files) /opt/thedarkmod/tdm_fonts01.pk4 (696 files) /opt/thedarkmod/tdm_env01.pk4 (152 files) /opt/thedarkmod/tdm_defs01.pk4 (179 files) /opt/thedarkmod/tdm_base01.pk4 (197 files) /opt/thedarkmod/tdm_ai_steambots01.pk4 (24 files) /opt/thedarkmod/tdm_ai_monsters_spiders01.pk4 (82 files) /opt/thedarkmod/tdm_ai_humanoid_undead01.pk4 (50 files) /opt/thedarkmod/tdm_ai_humanoid_townsfolk01.pk4 (95 files) /opt/thedarkmod/tdm_ai_humanoid_pagans01.pk4 (10 files) /opt/thedarkmod/tdm_ai_humanoid_nobles01.pk4 (48 files) /opt/thedarkmod/tdm_ai_humanoid_mages01.pk4 (8 files) /opt/thedarkmod/tdm_ai_humanoid_heads01.pk4 (100 files) /opt/thedarkmod/tdm_ai_humanoid_guards01.pk4 (379 files) /opt/thedarkmod/tdm_ai_humanoid_females01.pk4 (172 files) /opt/thedarkmod/tdm_ai_humanoid_builders01.pk4 (91 files) /opt/thedarkmod/tdm_ai_base01.pk4 (8 files) /opt/thedarkmod/tdm_ai_animals01.pk4 (82 files) File System Initialized. -------------------------------------- Couldn't open journal files ----- Initializing Decls ----- WARNING:file materials/tdm_epi_shader_2.mtr, line 462: material 'wizard_cloth_001' previously defined at materials/tdm_epi_shader_2.mtr:366 WARNING:file materials/tdm_water.mtr, line 1189: material 'textures/particles/ripple_1' previously defined at materials/tdm_particles_ripple.mtr:1 WARNING:file skins/tdm_epi_skins.skin, line 86: skin 'steam_engine_003_off' previously defined at skins/steam_engine_003.skin:1 WARNING:file skins/tdm_epi_skins.skin, line 97: skin 'steam_engine_003_on' previously defined at skins/steam_engine_003.skin:18 ------------------------------ /proc/cpuinfo CPU frequency: 1895.94 MHz signal caught: Segmentation fault si_code 1 Trying to exit gracefully.. --------- Game Map Shutdown ---------- --------- Game Map Shutdown done ----- idRenderSystem::Shutdown() I18NLocal: Shutdown. ------------ Game Shutdown ----------- Shutdown event system ...not started -------------------------------------- About to exit with code 0
  10. Not a cookbook, but a recipe book: https://www.thedarkmod.com/missiondetails/?internalName=bakery_job Very nice mission, thank you, Skaruts.
  11. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  12. In the current user addons system, only one addon could ever be installed at a time. This was because every addon would try to overwrite tdm_user_addons.script, and only the one in the alphabetically latest .pk4 would win. Merging addons was not a practical solution for most since this required a similar level of proficiency as actually creating the addons. Coming to the next dev build for 2.12, this limitation has been lifted by automatically including or calling all script files or functions that start with a specific prefix. Addon creators will need to choose unique names, however, which could for example include one's username. For now, backwards compatibility with the old style of addons will be maintained so they will still work, but they will need to be updated before several can be installed at once. Note to creators: as this may result in a surge of popularity of user addons to "mod the mod", it feels like some remarks are necessary: it's important to communicate to players downloading the addons that these are to be used at one's own risk and there's no certain way to ensure that no mission will break. releasing a stable mission with the default TDM package is hard enough. Addons create another layer of complexity that is out of the authors' hands. So while it's okay to ask, please respect the authors' decision not to support addons. savegames will only work with the exact combination and version of addons that they were created with. Updated instructions for creating addons can be found here: https://wiki.thedarkmod.com/index.php?title=A_to_Z_Scripting:_Script_addons_for_players
  13. 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.
  14. Some folks have been asking about the new tdm_show_viewpos cvar and screenshot_viewpos command, so I thought I'd make an thread about it as a reference. The purpose of the cvar is to show the viewpos on the player HUD, and the purpose of the command is to add the viewpos to screenshots in order to help with troubleshooting and beta testing. Bug tracker: https://bugs.thedarkmod.com/view.php?id=6331 tdm_show_viewpos tdm_show_viewpos is a cvar to show/hide the viewpos on the player HUD, which can be set to the following: 0 --- hide 1 --- gray font color 2 --- cyan font color screenshot_viewpos screenshot_viewpos is a command that takes a screenshot with the viewpos added to it. screenshot_viewpos screenshot_viewpos <gamma> screenshot_viewpos can be typed at the console or bound to a key. The "gamma" is an optional argument, which as of 2.12 Beta is the r_ambientGamma value. Some mission authors prefer to have screenshots (from players) that are brighter, so they can see what is in the screenshot more easily. Setting the "gamma" argument is a convenient way to temporarily adjust the gamma just for the duration of the screenshot. For example, I have the following bound: bind "F12" "screenshot" bind "F11" "screenshot_viewpos" bind "F10" "screenshot_viewpos 1.3"
  15. I've added tdm_show_viewpos and screenshot_viewpos to here: https://wiki.thedarkmod.com/index.php?title=Console_Useful_Controls I know they are already mentioned here, there isn't much of an explanation about the arguments and it's nice to have all these commands on one page.
  16. Hi! This is a manifest to install the installer as a flatpak. It contains the following: com.thedarkmod.TheDarkMod.yml - Flatpak manifest, easily readable. com.thedarkmod.TheDarkMod.desktop - Desktop file. You can right click on it in an app launcher and choose "Installer" to open the installer program. com.thedarkmod.TheDarkMod.png - Icon for .desktop file, can't use .ico for this. launcher.sh - Simple script to initialize installation directory and choose between installer or game. On first run the script will copy the installer to a sandboxed location under your user home (~/.var/app/com.thedarkmod.TheDarkMod/data/TheDarkMod), and then start it. The game will then be installed to this location. Afterwards, the script will check for the game launcher instead and run that if possible, otherwise it'll try to run the installer again. You can also open the installer by right-clicking on the icon and choosing "Installer", or manually by running: flatpak run com.thedarkmod.TheDarkMod install For the people using prime/optimus systems it should also default to running on the dedicated GPU rather than the internal when using the desktop-file. To test this app locally you need to install flatpak-builder and the org.freedesktop.Sdk runtime in flatpak. You can then build and install the package by extracting the zip, entering the tdm directory in a terminal and running: flatpak-builder --force-clean --user --install build com.thedarkmod.TheDarkMod.yml To get this app published on flathub you can submit it via the instructions at https://github.com/flathub/flathub/wiki/App-Submission. I've never submitted an app myself so I don't know exactly how it's done, but AFAICT, it should just be putting these 4 files in a git repo and send a pull request to the flathub repo on github. Feel free to edit any files as you see fit. The app name was based on the webpage URL, but maybe you want to change that or edit the capitalization or something like that. thedarkmod-221003.zip
  17. Congratulations on the Release! This has been added to the mission database: https://www.thedarkmod.com/missiondetails/?internalName=sk_cooks
  18. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  19. 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.)
  20. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  21. Also the same linking problem is happening for me with 2.10, after I got past the doctest problem. [ 31%] Building CXX object CMakeFiles/TheDarkMod.dir/sys/posix/platform_linux.cpp.o /home/user/Games/tdm210/sys/posix/platform_linux.cpp: In function ‘void Sys_ReLaunch()’: /home/user/Games/tdm210/sys/posix/platform_linux.cpp:410:41: warning: ‘int readdir_r(DIR*, dirent*, dirent**)’ is deprecated [-Wdeprecated-declarations] 410 | while( readdir_r( devfd, &entry, &result ) == 0 ) | ~~~~~~~~~^~~~~~~~~~~~~~~~~~~~~~~~~~ In file included from /home/user/Games/tdm210/sys/posix/platform_linux.cpp:28: /usr/include/dirent.h:185:12: note: declared here 185 | extern int readdir_r (DIR *__restrict __dirp, | ^~~~~~~~~ [ 32%] Building CXX object CMakeFiles/TheDarkMod.dir/sys/posix/posix_input.cpp.o [ 32%] Building CXX object CMakeFiles/TheDarkMod.dir/sys/posix/posix_main.cpp.o [ 32%] Building CXX object CMakeFiles/TheDarkMod.dir/sys/posix/posix_net.cpp.o [ 32%] Building CXX object CMakeFiles/TheDarkMod.dir/sys/posix/posix_signal.cpp.o [ 32%] Building CXX object CMakeFiles/TheDarkMod.dir/sys/posix/posix_threads.cpp.o [ 33%] Linking CXX executable thedarkmod.x64 Error copying directory from "/home/user/Games/tdm210/glprogs" to "/home/user/Games/tdm210/../darkmod/glprogs". make[2]: *** [CMakeFiles/TheDarkMod.dir/build.make:8574: thedarkmod.x64] Error 1 make[2]: *** Deleting file 'thedarkmod.x64' make[1]: *** [CMakeFiles/Makefile2:83: CMakeFiles/TheDarkMod.dir/all] Error 2 make: *** [Makefile:91: all] Error 2
  22. I took the liberty to change the title of the existing issue and link it to this topic here. https://bugs.thedarkmod.com/view.php?id=6472
  23. I compiled DR with no extra options on Ubuntu 23.10, and installed it, all without any error, but when I try to launch DR it comes out with "no game type selected" and after ok, the code Aborts due to a memory overflow, I opened a bug in: https://bugs.thedarkmod.com/view.php?id=6472 where I supplied the log, any idea of what might be going wrong?
  24. Dear all, I know you all can contribute with hundreds of great/crazy ideas of all kind but, may I ask you stick in this topic to restricting saves in creative ways? Let's also please avoid heated discussions, chances are nothing of this will ever be implemented... Consider this a for-fun topic. I failed to follow my own rule , you can discuss whatever you like... -------------------------------------- I would personally like to have an "Options" section in the initial "Objectives" screen where I can choose special modes or settings for the mission. Thinking of "restricting saves in creative ways", here are some takes: Chronos mode: Unlimited saves but you must wait 5 minutes - from the beginning of the mission or from the last save - for the next save to be available. Lethal mode: Each time you save you hear a painful sound and health decreases by 1/5, to the point where you can die from saving. Health potions become a necessity. Treasure mode: Saving is enabled as soon as you pick up a piece of loot. If you use your save, saving gets disabled and you must pick up more loot to save again. Get ready to backtrack a lot! Ironman mode: You have a single save available throughout the whole mission. Will you use it? You get the idea... can you think of other creative / challenging / fun modes? Additional threads: Wikis: https://wiki.thedarkmod.com/index.php?title=What's_new_in_TDM_2.03 https://wiki.thedarkmod.com/index.php?title=Altering_the_savegame_behaviour_of_TDM
  25. 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.
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