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  1. All your log states are set to 0 so Darkmod won't write out anything. Do you have Visual Studio installed?
  2. 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.
  3. A subtitling capability was developed that offers 3 "verbosity" categories: "story", "speech", and "effects". Roughly, "story" are FM-specific talk clips, while "speech" is for ai barks, and "effects" are more general sounds. "Effects" is not yet exposed as a setup choice, nor are any sounds so tagged. I have never seen an exact differentiation of the 3 categories... which is what the feedback request is about. At the time I started this thread, there was only a few demo phrases tagged as "story" or "speech" and given subtitles. I've made many more "speech" subtitles available for eventual incorporation into 2.12 (and others have done "story"), but I'm not doing that incorporation myself. As to purpose, I surmised they are - - to help low-hearing players - to help players for whom English is not native - to demystify more obscure ai dialects and, in conjunction with visual cues to sound source location (prototyped)... - for players with audio turned off - for deaf players Hope that helps
  4. XYWnd.cpp no longer exists, it was renamed to OrthoView.cpp. The Visual Studio project will need to be updated to point to the new name otherwise it will try to compile a file which no longer exists.
  5. 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
  6. 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
  7. My new FM is in beta test, and some testers are using 2.12. They have discovered a hang/crash that only happens in 2.12 (crash doesn't happen in 2.11). I am able to recreate it in 2.12 now. I run TDM in the Visual Studio debugger (using dev16829-10455). After starting the mission, I just wait a minute or so and the screen freezes. Then, I wait another couple of minutes, and the debugger reports a failed assertion. The assertion is: WARNING:ASSERTION FAILED! E:\games\darkmod_source212\idlib\containers\List.h(394): 'newsize >= 0' The callstack is: TheDarkModx64_debug.exe!AssertFailed(const char * file, int line, const char * expression) Line 75 C++ > TheDarkModx64_debug.exe!idList<idPlane>::Resize(int newsize) Line 394 C++ TheDarkModx64_debug.exe!idList<idPlane>::AddGrow(idPlane obj) Line 765 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 351 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FloodLightThroughArea_r(idRenderWorldLocal::FlowLightThroughPortalsContext & context, int areaNum, const portalStack_s * ps) Line 385 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::FlowLightThroughPortals(idRenderLightLocal * light, idFlexList<int,128> * areaIds, lightPortalFlow_t * portalFlow) Line 495 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::AddLightToAreas(idRenderLightLocal * def) Line 2038 C++ TheDarkModx64_debug.exe!R_CreateLightRefs(idRenderLightLocal * light) Line 738 C++ TheDarkModx64_debug.exe!idRenderWorldLocal::UpdateLightDef(int lightHandle, const renderLight_s * rlight) Line 423 C++ TheDarkModx64_debug.exe!idLight::PresentLightDefChange() Line 1076 C++ TheDarkModx64_debug.exe!idLight::Present() Line 1132 C++ TheDarkModx64_debug.exe!idEntity::Think() Line 2318 C++ TheDarkModx64_debug.exe!idLight::Think() Line 1274 C++ TheDarkModx64_debug.exe!idGameLocal::RunFrame(const usercmd_t * clientCmds, int timestepMs, bool minorTic) Line 3366 C++ TheDarkModx64_debug.exe!idSessionLocal::RunGameTic(int timestepMs, bool minorTic) Line 3063 C++ TheDarkModx64_debug.exe!idSessionLocal::RunGameTics() Line 3109 C++ TheDarkModx64_debug.exe!idSessionLocal::FrontendThreadFunction() Line 3159 C++ TheDarkModx64_debug.exe!idSessionLocal::StartFrontendThread::__l2::<lambda>(void * x) Line 3235 C++ TheDarkModx64_debug.exe!unsigned int <lambda>(void *)::<lambda_invoker_cdecl>(void * x) Line 3236 C++ [External Code] The code in question: ID_INLINE int idList<type>::AddGrow( type obj ) { if ( num == size ) { int newsize; if ( granularity == 0 ) { // this is a hack to fix our memset classes granularity = 16; } newsize = (size * 3) >> 1; // + 50% size newsize += granularity; // round up to granularity newsize -= newsize % granularity; // Resize( newsize ); } list[ num ] = obj; num++; return num - 1; } size = 968651120, so newsize is calculated as -694506944, which causes the assertion. Obviously something is running away and the code ends up trying to resize the list to a size that is so big that it wraps around to negative. Is my mod doing something wrong that is leads to this? How do I track this down? I can supply the FM package if that will help. Or, I can set some breakpoints if there's something I can look at here. Thanks. Edit: Here's the FM: https://www.dropbox.com/scl/fi/3fg2x3w4owmku1l4gifi7/altham_crash.pk4?rlkey=z0q1gaflz5b7mifeuayoqmlug&dl=1 To reproduce the problem, start the mission (Easy difficulty), then just stand there. The guard will walk close to you but he shouldn't see you (you can always set the "notarget" console command to ensure he doesn't see you). After a few minutes, the game freezes. A few minutes after that, it crashes. Sometimes it happens in just a minute or two; other times it takes several minutes. But so far, it always happens eventually.
  8. Interesting, didn't think about that. Yeah the compass uses that trick, I could just use a model of the helmet instead. If it looks good and is worth maybe I'll consider that, though it might be distracting and not make enough sense. The heads are modeled that way: Hoods and helmets are part of the head mesh as they aren't attachments. This is normally a good thing since performance isn't wasted rendering the head or hair under the helmet, but complicates things for my approach as the only way is changing the head models at runtime which may break precaching and stuff. Only a few hats are attached as a separate entities, like the little red hat some merchants wear or the straw hat... those aren't ideal for disguises though and I don't plan on supporting both approaches. Technically I could try attaching the independent helmet model to the player head, but that would surely look awful and clip through the hood and stuff... only right way is to give the player the Citywatch head once that error is fixed. For AI there is no other way apart from also changing the head model: Stealing the helmet from a guard implies taking it off them, which means they need to switch to a helmetless head which can only be done by setting a different head mesh upon frobbing... no idea if that triggers the same crash as the player head, if so I'm out of luck till a dev can take a look at my report. The base disguise system can be used that way too, it's just not the theme I went for by default as I wanted them to be physical wearables. You can define a magical disguise too that implies creating an illusion which tricks other AI into seeing you as one of them. In fact I thought of including one for undead using a magic skull that makes them think you're also dead, might add that in the next version if others think it makes sense and is worth it? Note that the spawnargs are documented via editor vars in case anyone wants to make their own: As long as you have a moveable model and inventory icon it's just a few tweaks to define any disguise. Simply inherit from the base "atdm:playertools_disguise" entity def and customize the team and other spawnargs... remember to use the proper mass / friction / impact sounds. Let me throw them here for anyone who wants a quick preview: atdm:playertools_disguise { "inherit" "atdm:playertool" "editor_usage" "Don't use. This is the base class for disguise inventory items." "editor_usage1" "Individual hats and helmets will derive from this." "scriptobject" "playertools_disguise" "gui" "guis/tdm_hud_disguise.gui" //"model" // to be defined in subclass //"clipmodel" // to be defined in subclass "inv_name" "Disguise" "inv_category" "Disguises" "inv_icon" "" "inv_droppable" "1" "inv_map_start" "0" // Disguise "team" "0" "rank" "0" "personGender" "PERSONGENDER_MALE" "personType" "PERSONTYPE_THIEF" "regen" "0.25" "rate" "0.5" "rate_alert" "0.1" "distance" "500" "speed_move" "1" "speed_turn" "1" "overlay" "" "snd_wear" "player_rustle_short" "snd_remove" "player_rustle_short" "model_head" "head_thief" "skin_head" "" // Disguise editor vars "editor_float team" "The team the player disguises into when the disguise is active." "editor_float rank" "Rank while the disguise is active." "editor_var personGender" "Person type while the disguise is active." "editor_var personType" "Person gender while the disguise is active." "editor_float regen" "The disguise regenerates over time at this rate." "editor_float rate" "The disguise degrades at this rate when the player is seen by a member or ally of the team." "editor_float rate_alert" "The disguise further degrades by this amount when an AI is alert, increases gradually with alert level." "editor_float distance" "Maximum distance at which being seen by the AI can degrade your disguise, offsets with AI visual acuity." "editor_float speed_move" "Movement hindrance while wearing the disguise." "editor_float speed_turn" "Turning hindrance while wearing the disguise." "editor_var overlay" "Overlay image while wearing the disguise." "editor_snd snd_wear" "Sound to play when putting on the disguise." "editor_snd snd_remove" "Sound to play when taking off the disguise." "editor_model model_head" "The player's head changes to this model while the item is worn, can be seen in mirrors." "editor_skin skin_head" "The player's head changes to this skin while the item is worn." }
  9. This may very well be the solution to the riddle: Since there is no visual indicator of any kind long key-presses are subject to peripherals, software configuration and physical needs or preferences. If we want to prevent unintended actions players should be able to decide how long a long frob is. A slider that goes from 0ms (off?) to 1s should suffice. Regardless, I still think the most reasonable approach at this very moment is to shoulder (and un-shoulder) bodies on long frob. See it, if you like, as a compromise that allows the introduction of a neat improvement that has a minimal impact and satisfies most parties. An intermediate solution, subject to further changes or improvements.
  10. 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!
  11. 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.
  12. I guess I'm highly sensitive to visual and auditory distortions. I found these while testing code I'm writing for something entirely unrelated to graphics rendering. I test my code in several scenarios in several missions, so sometimes I find other issues along the way.
  13. You can try with Wine (some have had success, though there may be visual issues or other imperfections). Oops, I guess you can't use Wine because TDM on Linux will be an actual native version, which AL presumably would not be able to interact with. Other than that, sorry, I'm pretty tied to Windows for AL as a whole. A separate app for TDM only would be much easier to port to Linux, no need for the Windows-only RichTextBox and no need to interact with Wine from the Linux side programmatically either. One could use the Avalonia UI framework for that, I would think. Maybe I'll give it a shot sometime, but for now I'll polish up TDM support on current AL.
  14. My wife got me my first iPhone around 2013 I believe ( old iPhone 4 classic ). At the time I had very mixed feelings as I really hated Apple's walled garden OS, lack of MicroSD slots, lack of replaceable battery, and proprietary charging \ data transfer port. That said I was still a little jealous of my old co-worker who had the first iPhone and showed off the wonders of the Lightsaber App and reading websites with pinch zoom so it was cool to finally have these capabilities on my own device. Since I am ostensibly a hermit and do not really "consume" digital goods like paid apps and music, I jailbroke the phone not long after owning it and gleefully installed a number of janky retro emulators on it. I kept that phone for a LOONG time. I believe it was about 1.5yrs ago when my phone provider was acquired \ merged and the new owners mandated that I could no longer use my ancient beast on their new network. My wife ( who is now thoroughly entrenched in the iPhone world ) insisted I get a newer iPhone as a replacement so I got a slightly aged iPhone 11 due to the supply shortages. At first I was thrilled at the increases in storage and processing power but then using phone began to sour my mood. They removed the headphone jack in iPhone 8 (?) I believe so obviously this was strike one against the device. I think the home button was removed in iPhone 10 so "strike two". Then the charging cable does not connect to a standard USB port on a PC or standard USB charger so I could no longer sync iTunes over a cable without buying some specialized adapter cable. Third strike. Since the whole world followed Apple's lead and no other phones offered these features either I was consigned to fume about the supposed "progress" of my new device. Flash Forward to 2023 and the iPhone 15 Pro launch and now we can see that they are removing the "Easy silent mode toggle switch" and are replacing it with a haptic multi-function button. Garbage. The point of having a silent toggle is that you can quickly silence your phone even if it's dark or in your pocket. Now you need to look at your phone to see that you actually succeeded in silencing it. How can they possibly think this was an improvement? I really am stumped here. Did someone at Apple think that forcing you to look at your phone to silence it will give advertisers more time to show you advertisements on lock-screen news-feed? Are the trying to make going to the movies more inconvenient so that you will stay home and watch Apple TV+ instead? Did the US Government tell Apple to change this so that law enforcement or intelligence agencies and explicitly tell when you are silencing your phone so that no clandestine recordings can be captured without an easily spotted visual of someone struggling to silence their phone? Is this just more "reduce the number of buttons" Apple insanity? It really boggles the mind. When they got rid of the Home Button, they seriously damaged the product brand in my opinion. The whole point of having a Home Button is that if you are stuck in some misbehaving App or Website and you need to get back to the starting GUI you can press a button to get safely home. Now if the bottom swipe is obscured by a misbehaving App your only choice is to power off the phone. The excuse for the removal of the Home Button as that it made the phone less water resilient. In that case, how did the buttons on the side of the phone continue to persist? If there is some absurd logic that can be put forth about why side buttons are more water resilient than a front button, then why not move the Home Button to the side? So I went around looking for iPhone 15 critique videos and to my utter dismay nobody was complaining about the removal of the Silence Toggle switch. Instead they bemoan that the iPhone 15 is "more of the same" even though the CPU, GPU, RAM, and Storage are all significantly upgraded. The common complaint is that Apple hasn't improved the physical aspects of the phone such as not having a folding or flip phone design. I find that to be a completely crazy take on things. The classic buttons worked fine. The form factor did not need to be substantially changed. The underlying CPU and GPU is where you should expect to see improvements for products like these. Beyond bringing back the Home Button and Headphone Jack ( and preventing the full removal of the Silent Mode toggle ), the only "form factor" change I would like to see is some sort of accessory that approximates a slider era cellphone keyboard so I can type out texts or phone numbers with real keys as feedback. Nakey Jakey sorta touched on a few of these issues in one of his newer videos:
  15. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  16. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  17. 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.
  18. 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.
  19. The fewer words you need to explain your mechanic the better it is designed: For static objects press "frob" to interact with them. For moveables press "frob" to grab them and "use" to interact with them. TDM follows these simple rules nicely. @Daft Mugi I welcome this initiative and I encourage you to carry on experimenting. Here are my thoughts: Interacting with moveable lights: currently to extinguish a candle I must "frob" it and "use" it. If I extinguish a candle unintentionally it is my fault (I pressed the wrong button). With your design, is it my fault if I frobbed a candle 201 milliseconds and extinguished it unintentionally? Long-pressing buttons in TDM is faulty because there isn't any visual timer / bar / whatever. Dragging vs shouldering a body: interacting with the limbs of a body is the more challenging of the two mechanics. Do we really want to promote the easiest of the two and make the challenging mechanic more difficult? Besides, with your design I unintentionally drop bodies often while I intend to interact with doors, is it my fault? In my opinion the short term solution is a very long frob (0,5 secs or longer) to extinguish a candle and/or shoulder a body. Leave the original mechanic intact but have the new functionality somewhere in there for those who want them. The long term solution is something else: what would you do if you were to build these mechanics from scratch? Think big. PS1: Developers should never point players to anything that isn't available in the in-game settings. cvars should be there for 1) debugging 2) testing 3) very special cases, mainly accessibility / usability. PS2: "This is how Thief does it" sounds like a lame excuse. Thief is dead, TDM is alive!
  20. Congrats on releasing your first mission! You really nailed the atmosphere, I loved the foggy surroundings. The start of the mission in particular was top-notch, great visual treat. After I climbed my way up and started to stealth through the buildings, it gave me a very solid Thief-y experience. Multiple points of entry, several paths to choose from; level design like this is what makes Thief/TDM missions so much fun to play. There were many little touches and details to help with the environmental storytelling, too. The only real downside I encountered was the lag on the outside while playing on the highest detail on my old GeForce GTX 1660 Ti.
  21. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  22. Announcing the Release of 'Requiem' for The Dark Mod! Download Download the latest version of the Dark Mod here: http://www.thedarkmo...wnload-the-mod/ Download the mission here: Mediafire: http://www.mediafire...u89/requiem.pk4 Southquarter: http://www.southquar...ons/requiem.pk4 Fidcal.com: http://www.fidcal.co...ons/requiem.pk4 Create a folder in your Dark Mod install with the path "darkmod/fms/requiem" and place the downloaded .pk4 file inside. When you load up The Dark Mod, the mission will appear on the "New Mission" page. Requiem can also be found directly using the in-game loader. Gameplay Notes While this mission is playable in TDM 1.8, for an optimal experience please download and play in TDM 2.0 (or higher). Most inventory items in the game can be dropped, so no need to carry them around after they are no longer of any use. Note that If you use noclip or other console commands while playing, there is a good chance that you will break the intended flow of gameplay. Credits Mapping and Readables: Gelo R. Fleisher Voice Acting: Goldwell Additional scripting: Obsttorte Additional textures and assets: Flanders, Sotha, Grayman, Springheel, Bikerdude, Obsttorte Additional map optimizations: Bikerdude Testers: Bikerdude, Obsttorte, Gnartsch, AluminumHaste, Baal, nbohr1more, PPoe Custom Soundtrack: Leonardo Badinella - http://leonardobadinella.com/ Additional Music: Lee Rosevere - http://freemusicarch...c/Lee_Rosevere/ Marianne Lihannah - http://www.funeralsinger.net/ Vox Vulgaris - http://www.last.fm/music/Vox+Vulgaris/ A note from the author Hi all. While I've been involved in indie game development for a while now, I'm first and foremost a writer. My most recent project has been a novella that tries to capture the visual feel and tone of the Thief series (you can find the link below). As I was writing, I found myself playing a lot of Thief and Dark Mod fan missions, and got to thinking that maybe I wanted to make one myself, as a companion piece to the book. When I finished up writing, I had a bit of down time and decided to take the plunge. Having never done any serious mapping before, my plan was to make a small mission that I could bang out in a month or two and call it a day. Well, as sometimes happens, the project got a little bit bigger than I had planned. Ten months, and lots of elbow grease later, Requiem is finally ready for you to play. I'd like to thank everyone who helped pitch in to help make Requiem come alive, from those who took the time to answer my many questions on the forums to those who actively contributed to the FM. I especially want to thank Bikerdude who served as my mapping mentor, and Obsttorte whose clever scripts really turned what was in my head into the game that you are playing. Above all, I want to thank you for downloading and playing Requiem; I hope you enjoy it. Links of Interest Author's Blog: http://gfleisher.blogspot.com/ Companion Novella (Amazon): http://www.amazon.co...k/dp/B00BYEW02M Companion Novella (Smashwords): http://www.smashword...oks/view/298956
  23. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  24. Would the skyglow amplification caused by falling/fallen snow be a visual factor in TDM missions (or cities from hundreds of years ago)? Or is it only noticeable with today's modern lighting?

    1. Show previous comments  2 more
    2. AluminumHaste

      AluminumHaste

      Skyglow is caused by modern lights yes.

    3. STiFU

      STiFU

      The only questions you should ask yourself is: Does it look better with or without skyglow? :-)

    4. chakkman

      chakkman

      In a fantasy setting, i guess it could always be caused by magic. :)

  25. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
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