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  1. Type of mission: Mansion/Estate/Horror Story: Lord Blackgrove recently purchased a rare expensive artifact. The whole family has now disappeared leaving the manor empty. Time to check out the manor and see if the artifact can be found. Build time: My first map ever, 300 hours (5 months). Credits: Kingsal - Breaker script for light switches and elevator Dragofer - Ambience Track 'Intent' Springheel and Sotha - Video Tutorials (those videos really helped) Feedback and testing: Cambridge Spy, Dragofer, nbohr1more, Acolytesix, wesp5, Shadow, Zerg Rush, AluminumHaste, prjames The whole community. Download (1.03): https://drive.google.com/file/d/1wZc_nqHoX7kQvzfg08EpoRy2hyuH7mw3/view?usp=sharing Edit: Version 1.02 provides large performance improvements in the outdoor areas. Be sure to set TDM Object Details (LOD) to Normal (or lower) to take advantage of some of the optimizations. Edit: Version 1.03 further improves performance around hedges thanks to HMart's alternative hedge model. I’ve had a mission like this in mind for years. My main influences and inspirations are: Deus Ex - Chateau DuClare (https://youtu.be/9QLT_l8aH78) Clive Barker’s Undying - Main Mansion (https://youtu.be/t8PyXhCQB3Q?t=90) Thief Deadly Shadows - Shalebridge Cradle (Almost everyone should be very familiar with this one) (https://youtu.be/Rw4YZuRUgXA) In case anyone gets stuck and needs help, I’ve listed some questions and answers below that will hopefully help. FAQ
  2. I also take it the skin editor isn't among the most used parts of DarkRadiant, making this less easy to spot. Hopefully now the team will notice the issue, and it's ideally nothing hard to fix since DR has a history of GUI issues like this that stabilized.
  3. that gives a hard error unfortunately. I have it working now, but still has the warning message when game starts.
  4. No https://drive.google.com/file/d/15gDMNTG1cvQynMesIoGzgk3nDmrqRsC4/view?usp=drive_link here a video how it goes
  5. Finished this up yesterday and for the most part, found it enjoyable. The puzzles weren't too hard as your clues were good for them. Thank you for all your hard work and I look forward to more missions from you.
  6. NOTE (3 March 2024): This mission has problems running on DarkMod 2.11. Be sure you are running the DarkMod 2.12 or later. A rare artifact, the Builder's Chalice, is available for the taking. Looks pretty straightforward, but looks can be deceiving... Yes, another mission for 2022. I think this makes eight this year already; we had eight for all of 2021! Great work, everyone! This is a smallish mission. It does not have any spiders or undead. It is a puzzle-heavy mission, with a built-in hints system in case you get stuck. This mission contains a couple of small homages to Grayman. This mission requires TDM 2.10. It uses some 2.10 features (subtitles, secrets, volumetric lights). Note that the volumetric lights are used in a specific way, such that your "Shadows Implementation" can be either Maps or Stencils, the volumetric lights will work either way. Version 2 of the mission is here: https://www.dropbox.com/s/pbz6spmqpo4vrg4/byanyothernameV2.pk4?dl=1 This fixes the "Open Doors on Unlock" problem. Have fun! Special thanks to JackFarmer, who created some wonderful and appropriate ambient sounds. He also did some Alpha testing to catch some early mistakes. Also thanks to the Beta testers, who struggled with some frustratingly-hard (or impossible) early variations: Cambridge Spy, Acolytesix, wesp5, datiswous, Bienie, Shadow Thanks to Chloe for some great voice work. I made plentiful use of sounds from freesound.org: https://freesound.org/people/HerbertBoland/sounds/75194/ https://freesound.org/people/craigsmith/sounds/482781/ https://freesound.org/people/InspectorJ/sounds/403005/ https://freesound.org/people/rhodesmas/sounds/322930/ https://freesound.org/people/fisch12345/sounds/325112/ https://freesound.org/people/BockelSound/sounds/489507/ https://freesound.org/people/ultradust/sounds/167747/ https://freesound.org/people/Crinkem/sounds/496328/ https://freesound.org/people/LucasDuff/sounds/467697/ https://freesound.org/people/RuidosoSoundFX/sounds/507161/ As always I've used some of Springheel's modules and Orbweaver's ambient sounds. And finally, huge thanks to the developers of The Dark Mod, especially 2.10, another milestone in this fantastic game. A few more screenshots
  7. hard to hear But ? true or foe (1.April) and sounds with hope - loosed track ! and why do I immediately remember these Fm's: A good neighbour In a time of Need In Danger of Judgement In rememberance of him Puh --- looks like ( in the moment) I am a freaky TDM-Nerd [Ok - nbohr1more - cleared the Goat (one of them)]
  8. Yeah, it loads about 80 percent there and crashes. Its hard to diagnose because I havent touched the mission in a while and afaik, I havent added anything new to it in a while. This might just be the first time Ive noticed the crash and its just been hiding in the mission.
  9. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  10. It's kind of hard to read though... Does this include an actual fm though?
  11. Uploaded with ImageShack.us Infiltrate a keep and steal information. Took me a while to finnish this one, motivation comes and goes! I would like to thank nbohr1more and Pranqster for helping me test the mission and help sort out any problems. Bikerdude for fixing a lighting error. nbohr1more also made the awesome font for the preview att the missions section! And last but no least The Dark Mod team for making all of this possible! All your hard work is much appreciated! Errors and other dissapointing stuff No map Sitting ai will sometimes sit midair if alerted Sleeping ai might also sleep midair if alerted. Crouching on the balcony with your light on may/will cause fps to drop. No title on loading screen (Prefer it that way) Tell me if you spot anymore and i will update. Enjoy http://www.thedarkmo...ndetails/?id=56 http://www.gamefront...ftheo__2__2.pk4 http://www.4shared.c...theo__2__2.html /Theo
  12. Ah, pity I wasn't reading the forums back in February. I'm fond of that game, along with Bugbear's other early title, Rally Trophy. I was never too good at FlatOut, but it was always a hoot to play.
  13. A Bridge Too Far (version 1.0, 2023-09-22) In this small scale mission, you seek to steal the original copy of a book from the boss of a counterfeit crime outfit, which are located on a bridge. Download link: https://drive.google.com/file/d/1IeGCBdiGY9W3k_r5Ip8tGtJq9lo5f_PF/view Much thanks to the beta-testers for all of their feedback (link to beta thread - @thebigh - @Cambridge Spy - @Zerg Rush - @wesp5 - @Shadow Screenshots:
  14. When I open the Material Editor in DR , I get the following error and DR freezes: It's frozen, so I can't click yes or no. This sometimes happens, usually it just crashes to desktop (possibly giving the same error, but it's too fast to see).
  15. When talking about a possible libre version of TDM (https://forums.thedarkmod.com/index.php?/topic/22346-libre-version-of-tdm/) it seems we believe all media/gamedata included in TDM is licensed CC-BY-NC-SA. I am not familiar with how the process of adding new media/gamedata works today; I have seen files uploaded to the bugtracker which developers then commit to SVN, but I don't know if there are other ways. It may be a good idea to implement a process that when new components (media/gamedata included in TDM) are added, the contributor is asked to be explicit about the license (a choice which may defaults to their previous preference, for usability). It won't fix the past, but it may help in the future. This will make it easy for contributors to add future data under a more permissive license if they choose. Libre media can be added and its license can be tracked, rather than assumed to be CC-BY-NC-SA. I suggest looking at how Wikimedia Commons has implemented this: the contributor state the source and license at the time the data is uploaded. This can be done either by providing urls or by saying "It's my work and I choose this licsense". The first step could be to add a way to keep track of each filepath in SVN, author, license, sources. Start by setting the value for each file's license to "(default/legacy CC-BY-NC-SA)". Possible implementations for a user interface for new additions are: * Use our own wiki, which runs Mediawiki (same as Wikimedia Commons). I see several benefits of this, but we also need a way to accept uploads of batches, not just single files. * Look at how other open source projects have solved this. There may be more appropriate solutions available. ... but I'll leave the implementation open. Suggestions are very welcome! If the author of each file already in SVN can be tracked, then it may be possible that the author is willing to give a blanket permission for all their past files in one statement, and all their files in SVN can be updated in one commit. A productive contributor willing to release some of their work under a more permissive license could make a big change. If Dark Radiant would support letting mappers search media/gamedata by license (does it already?), it would make it easier for mappers to create a completely libre mission, which would help facilitate a TDM-libre release. If I understand things correctly. This post does not address all details and it may contain misunderstandings or assumptions, but it's a start. Also relevant: * Is there a compiled and maintained list of recommended or deprecated resources for mappers to use? * https://forums.thedarkmod.com/index.php?/topic/20311-external-art-assets-licensing/
  16. The real St. Alban was a pagan who became a celebrated religious personality, this All Saints Day 2010 The Dark Mod places its own spin on this mythical figure. Screenshots: Intro: "'Business' has been slow lately, even more so after most of my gear got snatched during a Watch raid... I've since been forced to hit the streets and pick pockets for a living. But my luck was about to change, last night I was approached by a red hooded figure with a proposition... As we sat down in a dark corner of a nearby inn, he told to me that the Builders of St. Alban's Cathedral in the Old Quarter had recently unearthed a discovery that might lead to the final resting place of some saint." " But before I do anything, I need to get my tools and stash from the evidence room at the local watch station." "with the hawks, doves will congregate they will drop honey from the cliffs wine will surge over the earth the sheep will wander harmlessly with the wolf then the wicked will rise, but to retribution" - 'scripture of St Alban' There is a new version out now, see the following thread St Albans Cathedral version 1.6 Build Time: about 2-3 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 and to Testing:Ugoliant, Baddcog, Grayman, Lost soul, Bjorn and Baal (for doing all the Vp work in the town. Readables: Ungoliant and Mortemdesino for all awesome work on the readables. Resource: Fids, Grayman, Ungoliant - guis, models & images. Misc: Loren Schmidt - the author of the map I based the cathedral on. Info: # Like Thief2, some things are climable, pipes, wall vines etc.. You can also drop some of the keys, some door that are frobbabe mean there is another way inside - explore u taffer! # Due to TDM being a lot more of a resource hog than T2 I have been forced to limit the number of Ai in the mission, but they have better placement than my last mission. # On all difficulty levels the player starts with vertualy no tools/weapons, there are weapons to be found - read, read, read! # For the love of all that is holy, read the briefing otherwise you will problems completing the mission. Known issues:- # This mission will have less than optimal fps at a few points on the map, mid range DX9 card(X1900/GF7800) or higher required. # On low end PCs I recommend, V-sync is off, AA is off, Aniso is 4x or lower and that any and all background apps are closed.
  17. The standard info above the inventory grid is ALL, but it's with black letters, so hard to see on a dark background (and usually in TDM it's Dark). If you click on it and cycle through it becomes white: Maybe just make it White by default?
  18. Tidings, I have an issue with a map I am working on where Darkradiant suddenly won’t open it without hard crashing. I was editing the map and had the game open in connection mode - everything was working fine - the map was compiling and loading fine - so I saved my work for the day and closed DR. I realized I wanted to do a couple of other things but now the map will not open and I receive the following error prompts: The map itself continues to compile and open without an issue in the game, so whatever is going on with the map file is not preventing it from working in TDM - simply I cannot open and edit it in DR. I had the author I am working with test opening the map as well and they are receiving the same error. They generated a program dump which is here: https://drive.google.com/file/d/19PiDR2x4uQPi3vELAqmbA4UH40724Yj4/view?usp=share_link Any ideas on this issue would be greatly appreciated as we are trying to finish up a project as quickly as we can!
  19. Looks like it's too late so we will be reverting to the 2.11 training mission. If you want an early peek at what might end-up in 2.13 you can test this one: https://drive.google.com/file/d/1F-LlcNx2OVtYggQXQQ7umA0K_AQrpllY/view?usp=sharing
  20. Please try this version with Detail set to Normal or Low on the advanced menu: https://drive.google.com/file/d/1BXyCQ_etzyiHTn7_8QtRTSAlEvBS3ycg/view?usp=sharing
  21. Why? Can you explain? Personally I see nothing wrong with that, looking at that function is obvious that they made it to not return anything, it just writes a float value to a file, and in C any function that doesn't return anything returns void. And those inner write functions may have error handling of some kind, so no need to return a bool for success or failure by the main function. The only potencial problem I see with it is they pass the file handle by pointer and there's no guard there for a eventual null pointer being passed to the function and it will crash if that happens but the fact this worked for years tells me they made sure that never happens.
  22. I used to use 1080p screen for a long while and even back then lines were kinda thin and hard to see at times (for example, triggers would blend with grid in ortho views). Now I am on 1440p screen and it's a disaster - very hard to distinguish things as they blend with the grid in ortho views. Is there a fix for this issue? Maybe a way to make non-world entities lines thicker (triggers, etc.) ?
  23. Well, it's over fast enough it's hard to see and the Youtube compression probably loses a lot of the detail.
  24. The Builder's Blocks The time has come for my unusual gameplay fm to be released! Important! Please read this before you play the map. You will be playing a mini-game in this map. This mini-game alters the mouse sensitivity setting when you start it, so be sure to click on the 'leave' button in-map before exiting the game. Failure to do so means that you must reset the mouse setting manually and then restart the map. Since this is a map for the unusual gameplay contest the gameplay is unusual (not surprisingly). Do not expect a normal Dark Mod mission. Link(s) (post mirrors, and I will add them here): https://www.dropbox....ders_blocks.pk4 Screenshot of someone playing with a prototype of the game: A big thanks to my beta testers (in alphabetical order): jaxa nborh1more Obsttorte PPoe without whom many features would never have seen the light of day.
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