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  1. The nights are getting colder and you need to pay your rent on time before you get tossed out into the winter air. Luckily, your neighbor told you about a mysterious merchant from faraway shores who has come to the small hamlet of Wilford's Hollow, and he's staying at the inn next door. What's more, he's brought something with him... Gameplay Notes: 1) This is a fairly small map, but I did intend for this map to be a bit harder than normal Dark Mod missions, even on the lowest difficulty setting. But there will certainly be plenty of rewards for the careful thief... 2) This map implements the func_peek mechanic by allowing players to peek through any door that has a keyhole by leaning forward. PLEASE NOTE: This function has been known to cause crashes for players using the 32-bit version of the Dark Mod 2.07 (should be fine for those running the 64-bit version). While this function has worked painlessly for some, please be aware that crashing may occur. At no point in this mission is it required to use the func_peek mechanic, it is purely optional, so feel free to not use it. Download: This FM is available via the in-game downloader FM: https://drive.google.com/file/d/1eGMhIkoMFqlkk_ehN430cP63RQr5quEh/view?usp=sharing Promotional Screenshots: https://drive.google.com/drive/folders/1bwuy0QPhaGpV32CgEdXhBIA5KgvcRueN?usp=sharing Credits: A HUGE thanks goes out to JackFarmer, Dragofer, and Bikerdude for scripting, EFX, custom ambient tracks, assets, answering a billion of my questions and doing so, so, so much more to make this mission something special. Thank you! Another GIANT thank you to my beta testers: Jedi_Wannabe, Bienie, Filizitas, joebarnin, bikerdude, Cambridge Spy, STRUNK, Lonewanderer, Rezar. Thank you all very much for your wonderful work and eye for detail! And another thank you goes out to Goldwell, Kingsal, and Grayman for scripting help and patient guidance. Assets are from: Springheel's Superb Modules Refl3ks' Rad Artwork Kingsal's Killer Assets Dragofer's Delightful Assets Epifire's Expert Models dmw's Dazzling Textures Spooks' Spectacular Painting for the Loading Screen R Soul's Fantabulous Assets JackFarmer's Miraculous Machines and Sounds Bikerdude's Bountiful Assets Hugo Lobo's Luxurious Textures ***PLAYER BEWARE*** SPOILERS lie in the depths below. I strongly suggest playing it first so you don't spoil the fun for yourself *** Version 2 Changelog: - Fixed several broken visportals - Fixed reflections in flooded basement, improved performance - New particles, models, and textures - Fixed broken AI pathing - Fixed fireplace glitch in the Inn - Fixed several texture issues - Added new secret objective - Lighting and fog changes - Implemented fade lights - Implemented Kingsal's inventory icons - Replaced slow match with flint - Increased bow draw speed using modified settings from Kingsal
  2. "When the leaves change and the air is still, there is a quiet." -Lady Blackbriar -=| DISPLACEMENT |=- BY AMADEUS & WELLINGTONCRAB = DOWNLOAD = <( | )> -REQUIRES TDM 2.14- -JOIN THE BETA NOW- "Seek not the prideful sin that is perfection The Builder's light shines through all flaws. It is His wisdom to recognize a thing is done Before it is ever truly finished." -St. Edgar's Sermon of Rust LAMPFIRE HILLS... They say the woods around here give the tourists bad dreams, but I don't mind. I like it here. I feel like a piece of me belongs here. ... That it fits. DISPLACEMENT is a medium-sized traditional manor mission with a highly variable playtime. *2.14 provides a number of improvements to gameplay, performance, and stability. It is strongly encouraged to play on the latest 2.14 beta release. Join in testing now!* *Mods such as the “Unofficial Patch” and “TDM Modpack” are not supported by this mission and should be used at your own risk* https://www.thiefguild.com/fanmissions/97429/displacement CREDITS: ADDITIONAL MUSIC: -AIRSHIP BALLET -GIGAGOOGA ADDITIONAL SCRIPTING: -DRAGOFER -OBSTORTTE -FROST SALAMANDER -KINGSAL ADDITIONAL ASSETS: -KINGSAL -TDASH -SKACKY -BIKERDUDE -GOLDWELL -EPIFIRE -STRUNK -SHANNEN ART -POLYHAVEN -TEXTURES.COM -SKETCHFAB CULTURAL HERITAGE CC0 COMMUNITY -LOISTE INTERACTIVE -COLINFIZGIG -CDMIR BETA TESTERS: -KINGSAL -GOLDWELL -MAT99 -FROST SALAMANDER -MIKE A -STGATILOV -STIFU -MARBLEMAN -DETEEFF -THEBIGH FURTHER ACKNOWLEDGMENTS: -STIFU FOR HIS EFFORT IN FIXING THE NOTORIOUS STUCK AI AND ARROW CRASH BUGS. -STGATILOV WHO MADE A NUMBER OF 2.14 OPTIMIZATIONS AND BUG FIXES. -KINGSAL FOR PROVIDING SOME OF THE MAIN MENU GUI ASSETS -PURAH FOR ORIGINATING THE SETTING OF LAMPFIRE HILLS, REIMAGINED HERE, IN HIS THIEF FMS. -GUY-ON THE COUCH AND JAM61 FOR THEIR SILENT HILL COMMUNITY MAPS WHICH HEAVILY INSPIRED THE LAMPFIRE HILLS REGION MAP. -SPECIAL THANKS TO LOISTE INTERACTIVE FOR ALLOWING US TO USE ASSETS FROM THEIR GAME "INFRA." SOME ADDIITONAL DETAILED LICENSING INFORMATION: SOME NOTES ON PERFORMANCE: NOTE TO MAPPERS: MOST OF THE NEW ASSETS IN THE MISSION ARE INCLUDED IN 2.14
  3. Finally done with my vertical contest entry... Swing You'll get your sea legs ... or die trying ... Thanks to my beta testers: SiyahParsomen Diego Baddcog ---------------------- README: SWING a Dark Mod mission, by Komag for the Vertical Contest held summer 2010 find me on TheDarkMod.com forums, or via ShadowDarkKeep.com This mission is a "platformer" with slight puzzle elements (figuring out where to go next and how to get there). Be prepared to do a lot of falling, dying, and quickloading! Quicksave anytime you are sure-footed, about take a risk Getting off the swing for any reason is not recommended! And try not to get sick ;-) Have FUN!!! Komag - Ben Ramsey -------------------------- BRIEFING: The King's steward has seen you in action aboard His Majesty's Ship Vertigo, and he is pleased with your potential. You are hereby granted an opportunity to prove your quality by successfully navigating the King's Royal Navy training swing. You need only retrieve the high crown (a replica of course) from the top of the swing, and return it to the docking area. As a bonus, see how many of the ten hidden bottles you can find - the more you come back with the more impressed your superiors will be, and that can only be a good thing as you know." ------------------------ Known Issues: - It's possible to stop the motion of some of the moving things, and even the entire swing itself, if you mess with things enough ENJOY!!! http://www.shadowdarkkeep.com/missions/Swing_v1.2.pk4
  4. got an old phillips 52 " tv that works pretty well with linux as well (60 hz 1080p only) allmost 2 decades old now . has all the connections a tv enthusiast could drool over like s-video composite scart hdmi and vga . i dont use it anymore though as my LG 58 " 4k tv works fine with solus (may be because it can only handle 4k in 60hz ?). as for aholes on forums, i had my fair share just like trolls they seem to pop up from time to time and i found the most effective way of handling them is just to ignore them (dont feed trolls!). otherwise ping the site admin if they are doing they're job a warning about decorum can usually put them right but otherwise a ban might be needed. permanent if nessesary.
  5. My issue was that when starting the computer, the first log in screen would be a 60hz, and on OLED that causes horrendous flicker due to PWM voltage control. Input latency also gets high on lower refresh rates (>60 ms on some monitors), so moving the mouse around on the log in screen felt awful. Even my non gamer wife immediately noticed how not nice the log in screen was compared to the Windows 11 log in. Once I logged in, and the monitor switched modes to 240 or 360 or 540 hz, I could log out and it would be at the high refresh. So I did some research first and all the guides for kubuntu/ubuntu basically said the same thing, modify SDDM and apply plasma settings to the SDDM. This did NOT work for refresh rate on first boot. So I did more research and edited some files, still didn't work. So I asked the question on the forums. 90% was Apply Plasma Settings... in the SDDM section, and the other 10% were, you don't need that, that's not important, you're dumb for asking this question.
  6. Welcome! I hope you'll like it, or at least find it better than Windows. I have never received that answer myself, but I have seen it in various forums, not necessary associated with Linux. It is such a dumb and unproductive respone. Either it can be done or it can't. The purpose is not a factor. One silver lining though: it teaches us what kind of answers we don't want to provide ourselves when someone asks us a question.
  7. I'm on Linux now (Kubuntu 26.04 / kernel 7+) Still haven't changed my opinion on the help forums, there is STILL a lot of assholes gatekeeping / new user bashing. My favourite is "Linux is super power user friendly and you can do pretty much anything that you want!" Cool, how can I do this? "Why do you need that? You don't need that! Just leave it the way it is!"
  8. Rather than have assets I create for TDM spread all over the place, I figured it might be worth having a single thread for this and then update the OP as I go. I will also add other assets I have collected that other mappers might find usefull - Models: Exotic Tea Set - Download link Prefabs: Portcullis lever - Download link Packs: Painting and tapestries (CC0) - Download link
  9. Miscellaneous asset fixes done: * More fixes in fonts and better support for Cyrillic and Romanian (post, 6642, 6661). * Added all missing mipmaps in DDS textures (post). * Fixed shop description of slow match (6629). * wood/panels/trim_wood_grunge_moulding_desat: fixed parallax confusion. * models/md5/chars/builders/guard/builder_armor material: brought back specularmap. * textures/darkmod/stone/brick/blocks_light_stained_trimmed material: fixed specularmap. * prefabs/doors/trapdoor_w-padlock prefab: fixed wrong particle (6662). * prefabs/mechanical/switches/wall_lever01 prefab: fixed frobbox of the lever (6060). * models/darkmod/architecture/doors/door*hinge models: fixed gaps in almost all versions (6671) [02]. * models/darkmod/furniture/wardrobe_open model and prefab: fixed clipping through frame (6272) [02]. * models/md5/chars/heads/female03_head_local and dds/models/md5/chars/heads/face_freckle textures: replaced (5545) [03]. * models/darkmod/readables/book_* model: fixed UV maps in sp1 and red1 versions, texture fix (6672) [03]. * prefabs/doors/curvedtop_door_96x48_3hinge_w-frame prefab: fixed hinge material (3212) [03]. * models/darkmod/readables/book_tome model: minor fixes [03]. * models/darkmod/containers/bucket model: gap fixes (6675) [04]. * models/darkmod/containers/barrel_wine model: fixed shadowmesh (6685) [04]. * New assets added: * atdm:ai_undressed_old_man_01: added new character model, including LODs, ragdoll, swappable head. * textures/darkmod/wood/panels/trim_wood_* material: added red variants. * textures/darkmod/wood/panels/panel_decorative_redder_grated material. * textures/darkmod/paint_paper/gold_pedals_* material: added RGB versions. * textures/darkmod/paint_paper/fleur_* material: added RGB versions. * textures/darkmod/stone/brick/red_worn_dirty_trim_wet material. * textures/darkmod/stone/brick/old_bricks_darkgrey_wet material. * models/darkmod/lights/non-extinguishable/painting_downlight model. * models/darkmod/containers/openable/safe_door_003_* and safe_wheel_003: added wall-in-safe door model and prefabs (6590). And there is a big set of assets added by @Wellingtoncrab and @Amadeus from the upcoming mission "Displacement". New models by TDash: * models/darkmod/furniture/beds/rustickingbed with skins DRustBed* * models/darkmod/furniture/seating/darmch1 with skins ArmCh* * models/darkmod/furniture/desk_pagan with skin JPagDesk2 * models/darkmod/furniture/steps_library with skin LibStepup1 * models/darkmod/mechanical/typewriter * models/darkmod/kitchen/wine_bottles_shelved*: versions A, B, C, D * models/darkmod/kitchen/whiskeyglass_silver * models/darkmod/kitchen/bottle_simple_* * models/darkmod/containers/crate_long_* * models/darkmod/containers/crate_simple* * trunk/models/darkmod/containers/wine_crate_03 * models/darkmod/furniture/cabinets/cupboard_* More models: * prefabs/mechanical/switches/red_button prefab along with models/darkmod/mechanical/switches/switch_redbutton* and switch_toggle* models and redbutton_glow* skins * models/darkmod/decorative/statues/bust_emperor_* model (and bust_emperess) * models/darkmod/kitchen/food/bread_loaf*: new versions 02, 03, 04, 05, 06 * models/darkmod/kitchen/food/croissant * models/darkmod/lights/non-extinguishable/streetlamps/streetlamp_iron_01 with skins streetlamp_iron_01_lit, streetlamp_iron_01_unlit * models/darkmod/decorative/trophy_plaque_* * models/darkmod/decorative/stuffed_hart* * models/darkmod/decorative/statues/statue_face_cover* * models/darkmod/loot/loot_golden_goblet* * models/darkmod/loot/loot_golden_vase_* * models/darkmod/decorative/ashtray * models/darkmod/decorative/cigar* with skins cigar and cigar_unlit * models/darkmod/loot/loot_crystalore* (and loot_rareore) New skins: * cabinet1_* for furniture: versions A, B, C * book_sp1_gold_crest for various books Stone, cobblestone, brick materials: * textures/darkmod/stone/brick/bricks_old_light* * textures/darkmod/stone/brick/blocks_sandstone_grime_trimmed * textures/darkmod/stone/brick/blocks_concrete_small_trimmed2 * textures/darkmod/stone/cobblestones/flagstones_bricks_multicolored* * textures/darkmod/stone/flat/tile_dirty_terracotta * textures/darkmod/stone/flat/tile_herringbone_grime* * textures/darkmod/stone/flat/tile_checkered_grime_tricolor* * textures/darkmod/stone/flat/tile_checkered_grime_small* * textures/darkmod/stone/natural/gravel_multi_color Other materials materials: * textures/darkmod/paint_paper/wallpaper_grunge_* * textures/darkmod/plaster/plaster_worn_painted_peeling_autumnal* * textures/darkmod/roof/rooftiles_clay_red_decorative* * textures/darkmod/wood/boards/planks_floor_* * textures/darkmod/glass/glass_brick_clear [03] * lights/watercaustics01 Note: [03] at the end of line means that this change appeared only in beta214-03.
  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. I am attempting to enable native support for an 8BitDo Ultimate 2C controller in The Dark Mod 2.14 on Arch Linux. While the controller functions perfectly through Proton/Wine, the native Linux binary (which uses GLFW) fails to recognize it as a Gamepad, and my diagnostics via the official GLFW joystick utility confirm that the device is detected as a raw joystick but lacks a valid gamepad mapping. However, the SDL_GameControllerDB does have the mappings. So, I patched and compiled glfw to the latest db. Then, I built TDM from the github repo, with the prebuilt 3rdparty artifacts, but replacing the libglfw3.a file with the cone I compiled. The game runs, and I verified that the mappings do exist in the new tdm binary (using `strings`), but the gamepad still does not work. I am using the default DarkmodPadbinds.cfg unbindPad bindPadButton MODIFIER PAD_L2 bindPadButton PRESS PAD_A "_jump" bindPadButton PRESS PAD_B "_crouch" bindPadButton LONG_PRESS PAD_B "_mantle" bindPadButton PRESS PAD_X "_attack" bindPadButton PRESS PAD_Y "_inventory_use" bindPadButton LONG_PRESS PAD_Y "_inventory_grid" bindPadButton PRESS PAD_L1 "_lean_left" bindPadButton PRESS PAD_R1 "_lean_right" bindPadButton MOD_PRESS PAD_R1 "_parry" bindPadButton PRESS PAD_R2 "_frob" bindPadButton MOD_PRESS PAD_R2 "_attack" bindPadButton PRESS PAD_L3 "_speed" bindPadButton LONG_PRESS PAD_R3 "inventory_use '#str_02396'" bindPadButton MOD_LONG_PRESS PAD_R3 "inventory_use '#str_02395'" bindPadButton PRESS PAD_BACK "_objectives" bindPadButton LONG_PRESS PAD_BACK "savegame quick" bindPadButton PRESS PAD_START "escape" bindPadButton PRESS PAD_LEFT "inventory_cycle_group '#str_02392'" bindPadButton MOD_PRESS PAD_LEFT "_weapon1" bindPadButton MOD_LONG_PRESS PAD_LEFT "_weapon2" bindPadButton PRESS PAD_RIGHT "inventory_cycle_group '#str_02389'" bindPadButton MOD_PRESS PAD_RIGHT "_weapon3" bindPadButton MOD_LONG_PRESS PAD_RIGHT "_weapon4" bindPadButton PRESS PAD_UP "_inventory_prev" bindPadButton LONG_PRESS PAD_UP "inventory_hotkey ''" bindPadButton MOD_PRESS PAD_UP "_weapon_next" bindPadButton MOD_LONG_PRESS PAD_UP "_weapon0" bindPadButton PRESS PAD_DOWN "_inventory_next" bindPadButton LONG_PRESS PAD_DOWN "_inventory_drop" bindPadButton MOD_PRESS PAD_DOWN "_weapon_prev" The log printed is WARNING:Cannot detect SVN version! Make sure 'svnversion' command works in console on the build machine. TDM 2.14/64 #0 (Unversioned directory) linux-x86_64 Mar 15 2026 17:27:53 /proc/cpuinfo CPU frequency: 3988 MHz 3988 MHz Intel CPU with SSE & SSE2 & SSE3 & SSSE3 & SSE41 & AVX found interface lo - loopback found interface tailscale0 - 100.120.168.3/255.255.255.255 found interface enp0s20f0u3u1u2 - 192.168.2.105/255.255.255.0 Found Intel CPU, features: SSE SSE2 SSE3 SSSE3 SSE41 AVX TDM using AVX for SIMD processing. no 'darkmod' directory in exe path /home/dhruva/Games/TheDarkMod, skipping WARNING: using hardcoded default base path Found 0 new missions and 0 packages. ------ Initializing File System ------ Current search path: [M] /home/dhruva/Games/TheDarkMod/fms/written [M] /home/dhruva/Games/TheDarkMod/fms/written/written.pk4 (1305 files - 0x9de52132) [C] /home/dhruva/Games/TheDarkMod/ [C] /home/dhruva/Games/TheDarkMod/tdm_textures_wood01.pk4 (466 files - 0xb5d97e73) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_window01.pk4 (405 files - 0x5a4b6ae6) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_stone_sculpted01.pk4 (475 files - 0x641965de) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_stone_natural01.pk4 (156 files - 0xf890710d) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_stone_flat01.pk4 (328 files - 0xc3f6bde4) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_stone_cobblestones01.pk4 (301 files - 0x65be47b7) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_stone_brick01.pk4 (572 files - 0xc18893d7) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_sfx01.pk4 (69 files - 0x6589664a) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_roof01.pk4 (84 files - 0x674c51e1) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_plaster01.pk4 (171 files - 0x32092a6e) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_paint_paper01.pk4 (105 files - 0x914e90bf) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_other01.pk4 (155 files - 0xa089e601) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_nature01.pk4 (321 files - 0x8fc5a2a1) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_metal01.pk4 (525 files - 0x6a65e0a) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_glass01.pk4 (55 files - 0xb04853d2) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_fabric01.pk4 (63 files - 0x85b5a374) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_door01.pk4 (177 files - 0xb0130166) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_decals01.pk4 (477 files - 0x10205bc5) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_carpet01.pk4 (133 files - 0x8a6e585b) [C] /home/dhruva/Games/TheDarkMod/tdm_textures_base01.pk4 (657 files - 0xbdef74a6) [C] /home/dhruva/Games/TheDarkMod/tdm_standalone.pk4 (4 files - 0xb3f36d20) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_vocals_decls01.pk4 (341 files - 0xa359aaef) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_vocals07.pk4 (1111 files - 0x67d07bcc) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_vocals06.pk4 (714 files - 0x1b185378) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_vocals05.pk4 (119 files - 0x6cf23214) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_vocals04.pk4 (2895 files - 0xf145be9a) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_vocals03.pk4 (743 files - 0xb3f2e0f1) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_vocals02.pk4 (1299 files - 0x5092940e) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_vocals01.pk4 (82 files - 0xf4d326b2) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_sfx02.pk4 (621 files - 0x30bde7bc) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_sfx01.pk4 (995 files - 0xf105b273) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_ambient_decls01.pk4 (8 files - 0xd81cf846) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_ambient03.pk4 (24 files - 0xd28ca9ec) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_ambient02.pk4 (163 files - 0x84efad22) [C] /home/dhruva/Games/TheDarkMod/tdm_sound_ambient01.pk4 (221 files - 0xd0561b94) [C] /home/dhruva/Games/TheDarkMod/tdm_prefabs01.pk4 (1028 files - 0x77ffb2d0) [C] /home/dhruva/Games/TheDarkMod/tdm_player01.pk4 (127 files - 0xd983fc45) [C] /home/dhruva/Games/TheDarkMod/tdm_models_decls01.pk4 (101 files - 0x1ab99f09) [C] /home/dhruva/Games/TheDarkMod/tdm_models05.pk4 (1218 files - 0xea685065) [C] /home/dhruva/Games/TheDarkMod/tdm_models04.pk4 (557 files - 0x4bb19ec8) [C] /home/dhruva/Games/TheDarkMod/tdm_models03.pk4 (639 files - 0xb2ccd08d) [C] /home/dhruva/Games/TheDarkMod/tdm_models02.pk4 (521 files - 0x5aab96c3) [C] /home/dhruva/Games/TheDarkMod/tdm_models01.pk4 (2961 files - 0x33c2c906) [C] /home/dhruva/Games/TheDarkMod/tdm_gui_credits01.pk4 (49 files - 0xbff51863) [C] /home/dhruva/Games/TheDarkMod/tdm_gui01.pk4 (784 files - 0x707e9e6c) [C] /home/dhruva/Games/TheDarkMod/tdm_fonts01.pk4 (708 files - 0xfc83b727) [C] /home/dhruva/Games/TheDarkMod/tdm_env01.pk4 (224 files - 0xfc062cee) [C] /home/dhruva/Games/TheDarkMod/tdm_defs01.pk4 (199 files - 0xaa3f5bbf) [C] /home/dhruva/Games/TheDarkMod/tdm_base01.pk4 (208 files - 0xfd2650a6) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_steambots01.pk4 (52 files - 0xdb1822f5) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_monsters_spiders01.pk4 (80 files - 0xc50c13ac) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_undead01.pk4 (55 files - 0x3a6634) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_townsfolk01.pk4 (104 files - 0x9256f66d) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_pagans01.pk4 (10 files - 0x81066fb3) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_nobles01.pk4 (51 files - 0x9e9205b6) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_mages01.pk4 (8 files - 0xdf3069bf) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_heads01.pk4 (104 files - 0x770aedf3) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_guards01.pk4 (391 files - 0x2806f655) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_females01.pk4 (172 files - 0xe680b6db) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_builders01.pk4 (91 files - 0xe5bbf58d) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_beasts02.pk4 (229 files - 0x415e6e90) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_humanoid_beasts01.pk4 (23 files - 0xba9da54c) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_base01.pk4 (9 files - 0xb1ce574) [C] /home/dhruva/Games/TheDarkMod/tdm_ai_animals01.pk4 (82 files - 0x91388f45) File System Initialized. -------------------------------------- Couldn't open journal files ----- Initializing Decls ----- WARNING:file materials/bkd_blend_texture.mtr, line 8: material 'textures/common/blend' previously defined at materials/bkd_blend.mtr:1 WARNING:file materials/bkd_lights.mtr, line 48: material 'lights/round_grill' previously defined at materials/bkd_lights.mtr:22 WARNING:file materials/bkd_signs.mtr, line 261: material 'models/darkmod/misc/signs/blacksmith' previously defined at materials/bkd_signs.mtr:209 WARNING:file materials/bkd_windows.mtr, line 96: material 'textures/darkmod/window/frame_ornate_wallsection_selflit' previously defined at materials/bkd_windows.mtr:17 WARNING:file materials/bkd_windows.mtr, line 112: material 'textures/darkmod/window/frame_ornate_wallsection_selflit' previously defined at materials/bkd_windows.mtr:17 WARNING:file materials/tablet_revenant.mtr, line 12: material 'tdm_spider_black_invisible' previously defined at materials/smoke_monster.mtr:128 WARNING:file materials/tablet_revenant.mtr, line 28: material 'textures/particles/revenant_smoke' previously defined at materials/smoke_monster.mtr:179 WARNING:file materials/volta_fx.mtr, line 306: material 'textures/darkmod/volta/volta_watersplash_large' previously defined at materials/kingsal.mtr:1 WARNING:file materials/welli_spbook.mtr, line 22: material 'book_sp2welli' previously defined at materials/welli_props.mtr:1 WARNING:file materials/welli_spbook.mtr, line 45: material 'book_sp3welli' previously defined at materials/welli_props.mtr:23 WARNING:file materials/welli_spbook.mtr, line 68: material 'book_sp4welli' previously defined at materials/welli_props.mtr:46 WARNING:file materials/welli_spbook.mtr, line 92: material 'book_sp5welli' previously defined at materials/welli_sp5.mtr:1 WARNING:file materials/wood.mtr, line 120: material 'textures/darkmod/wood/boards/pier_platform_snow' previously defined at materials/tdm_pier_platform_snow.mtr:1 WARNING:file skins/bkd_models_architecture_modules.skin, line 1026: skin 'timber01_blocks_mixedsize01_litwindows' previously defined at skins/amd_architecture_modules.skin:19 WARNING:file skins/bkd_snow_architecture.skin, line 16: skin 'roof_snow' previously defined at skins/bkd_snow_architecture.skin:1 WARNING:file skins/bkd_snow_architecture.skin, line 109: skin 'roof_snow_selflit' previously defined at skins/bkd_snow_architecture.skin:89 WARNING:file skins/welli_spbooks.skin, line 6: skin 'book_sp2welli' previously defined at skins/welli_props.skin:1 WARNING:file skins/welli_spbooks.skin, line 13: skin 'book_sp3welli' previously defined at skins/welli_props.skin:6 WARNING:file skins/welli_spbooks.skin, line 20: skin 'book_sp4welli' previously defined at skins/welli_props.skin:13 WARNING:file skins/welli_spbooks.skin, line 27: skin 'book_sp5welli' previously defined at skins/welli_sp5.skin:1 WARNING:file sound/bkd_ambient.sndshd, line 9: sound 'crystal_bowl' previously defined at sound/ambient.sndshd:1 WARNING:file sound/bkd_ambient.sndshd, line 22: sound 'cosmic_chaos' previously defined at sound/ambient.sndshd:9 WARNING:file sound/bkd_ambient.sndshd, line 34: sound 'forest_sounds1' previously defined at sound/ambient.sndshd:22 WARNING:file sound/bkd_ambient.sndshd, line 46: sound 'forest_sounds2' previously defined at sound/ambient.sndshd:34 WARNING:file sound/bkd_water.sndshd, line 7: sound 'water_medium_running' previously defined at sound/bkd_enviromental.sndshd:19 ------------------------------ I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1347 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. Couldn't exec editor.cfg - file does not exist. execing default.cfg Gamepad modifier button assigned to 6 execing Darkmod.cfg execing DarkmodKeybinds.cfg execing DarkmodPadbinds.cfg Gamepad modifier button assigned to 6 execing autoexec.cfg I18N: SetLanguage: 'english'. I18N: Found no character remapping for english. I18N: 1347 strings read from strings/english.lang I18N: 'strings/fm/english.lang' not found. /proc/cpuinfo CPU processors: 4 /proc/cpuinfo CPU logical cores: 8 CPU core count: 4 physical, 8 logical HDD not detected: loading threads unlimited ----- Initializing OpenAL ----- Setup OpenAL device and context OpenAL: found device 'ALSA Default' [ACTIVE] OpenAL: found device 'HDA Intel PCH, ALC3254 Analog (CARD=PCH,DEV=0)' OpenAL: found device 'HDA Intel PCH, P235H (CARD=PCH,DEV=3)' OpenAL: found device 'HDA Intel PCH, DELL U2723QE (CARD=PCH,DEV=7)' OpenAL: found device 'HDA Intel PCH, HDMI 2 (CARD=PCH,DEV=8)' OpenAL: device 'ALSA Default' opened successfully OpenAL: HRTF is available OpenAL vendor: OpenAL Community OpenAL renderer: OpenAL Soft OpenAL version: 1.1 ALSOFT 1.22.2 OpenAL: found EFX extension OpenAL: HRTF is enabled (reason: 1 = ALC_HRTF_ENABLED_SOFT) OpenAL: found 256 hardware voices ----- Initializing OpenGL ----- Initializing OpenGL display Borderless fullscreen - using current video mode for monitor 0: 1920 x 1080 ...initializing QGL ------- Input Initialization ------- ------------------------------------ OpenGL vendor: AMD OpenGL renderer: AMD Radeon R5 M465 Series (radeonsi, iceland, ACO, DRM 3.64, 6.19.8-arch1-1) OpenGL version: 4.6 (Core Profile) Mesa 26.0.2-arch1.1 core Checking required OpenGL features... v - using GL_VERSION_3_3 v - using GL_EXT_texture_compression_s3tc Checking optional OpenGL extensions... v - using GL_EXT_texture_filter_anisotropic maxTextureAnisotropy: 16.000000 v - using GL_ARB_stencil_texturing v - using GL_EXT_depth_bounds_test v - using GL_ARB_buffer_storage v - using GL_ARB_texture_storage v - using GL_ARB_multi_draw_indirect v - using GL_ARB_vertex_attrib_binding X - GL_ARB_compatibility not found v - using GL_KHR_debug Max active texture units in fragment shader: 32 Max combined texture units: 160 Max anti-aliasing samples: 8 Max geometry output vertices: 256 Max geometry output components: 4095 Max vertex attribs: 16 ---------- R_ReloadGLSLPrograms_f ----------- Linking GLSL program renderTools ... Linking GLSL program testImageCube ... --------------------------------- Font fonts/english/stone in size 12 not found, using size 24 instead. --------- Initializing Game ---------- The Dark Mod 2.14/64, linux-x86_64, code revision 0 Build date: Mar 15 2026 Initializing event system ...902 event definitions Initializing class hierarchy ...173 classes, 1818432 bytes for event callbacks Initializing scripts ---------- Compile stats ---------- Game script memory usage: Files: 78 Statements: 26391, 1055640 bytes (32%) Functions: 1454, 190332 bytes (47%) Variables: 123376 bytes (31%) Mem used: 2426552 bytes Allocated: 1287060 bytes Maximum object size: 888 Largest object type name: weapon_arrow ...6 aas types game initialized. -------------------------------------- Parsing material files Found 0 new missions and 0 packages. Found 70 mods in the FM folder. Parsed 77 mission declarations. No 'tdm_mapsequence.txt' file found for the current mod: written -------- Initializing Session -------- session initialized -------------------------------------- Font fonts/english/mason_glow in size 12 not found, using size 48 instead. Font fonts/english/mason_glow in size 24 not found, using size 48 instead. Font fonts/english/mason in size 12 not found, using size 48 instead. Font fonts/english/mason in size 24 not found, using size 48 instead. WARNING:file /fms/written/written.pk4/guis/mainmenu_briefing.gui, line 191: wrong number of arguments for script command set: 4 instead of [2..2], maybe missing semicolon? WARNING:Couldn't load image: guis/assets/briefing1 [window: Desktop] [window: Briefing] [window: BriefingMovingPicture1] [decl: guis/assets/briefing1 in <implicit file>] [image: guis/assets/briefing1] WARNING:Couldn't load image: guis/assets/briefing2 [window: Desktop] [window: Briefing] [window: BriefingMovingPicture2] [decl: guis/assets/briefing2 in <implicit file>] [image: guis/assets/briefing2] WARNING:Couldn't load image: guis/assets/briefing3 [window: Desktop] [window: Briefing] [window: BriefingMovingPicture3] [decl: guis/assets/briefing3 in <implicit file>] [image: guis/assets/briefing3] WARNING:Couldn't load image: guis/assets/briefing4 [window: Desktop] [window: Briefing] [window: BriefingMovingPicture4] [decl: guis/assets/briefing4 in <implicit file>] [image: guis/assets/briefing4] Font fonts/english/stone in size 12 not found, using size 24 instead. WARNING:unknown destination 'BriefingAnimation::visible' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:101 WARNING:resetTime target window 'BriefingAnimation' not found at /fms/written/written.pk4/guis/mainmenu_briefing.gui:102 WARNING:unknown destination 'BriefingAnimation::visible' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:126 WARNING:unknown destination 'BriefingAnimation::notime' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:127 WARNING:unknown destination 'NextButton4::visible' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:454 WARNING:unknown destination 'NextButton4::visible' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:526 --- Common Initialization Complete --- ------------- Warnings --------------- during The Dark Mod initialization... WARNING:Cannot detect SVN version! WARNING:Couldn't load image: guis/assets/briefing1 WARNING:Couldn't load image: guis/assets/briefing2 WARNING:Couldn't load image: guis/assets/briefing3 WARNING:Couldn't load image: guis/assets/briefing4 WARNING:file /fms/written/written.pk4/guis/mainmenu_briefing.gui, line 191: wrong number of arguments for script command set: 4 instead of [2..2], maybe missing semicolon? WARNING:file materials/bkd_blend_texture.mtr, line 8: material 'textures/common/blend' previously defined at materials/bkd_blend.mtr:1 WARNING:file materials/bkd_lights.mtr, line 48: material 'lights/round_grill' previously defined at materials/bkd_lights.mtr:22 WARNING:file materials/bkd_signs.mtr, line 261: material 'models/darkmod/misc/signs/blacksmith' previously defined at materials/bkd_signs.mtr:209 WARNING:file materials/bkd_windows.mtr, line 112: material 'textures/darkmod/window/frame_ornate_wallsection_selflit' previously defined at materials/bkd_windows.mtr:17 WARNING:file materials/bkd_windows.mtr, line 96: material 'textures/darkmod/window/frame_ornate_wallsection_selflit' previously defined at materials/bkd_windows.mtr:17 WARNING:file materials/tablet_revenant.mtr, line 12: material 'tdm_spider_black_invisible' previously defined at materials/smoke_monster.mtr:128 WARNING:file materials/tablet_revenant.mtr, line 28: material 'textures/particles/revenant_smoke' previously defined at materials/smoke_monster.mtr:179 WARNING:file materials/volta_fx.mtr, line 306: material 'textures/darkmod/volta/volta_watersplash_large' previously defined at materials/kingsal.mtr:1 WARNING:file materials/welli_spbook.mtr, line 22: material 'book_sp2welli' previously defined at materials/welli_props.mtr:1 WARNING:file materials/welli_spbook.mtr, line 45: material 'book_sp3welli' previously defined at materials/welli_props.mtr:23 WARNING:file materials/welli_spbook.mtr, line 68: material 'book_sp4welli' previously defined at materials/welli_props.mtr:46 WARNING:file materials/welli_spbook.mtr, line 92: material 'book_sp5welli' previously defined at materials/welli_sp5.mtr:1 WARNING:file materials/wood.mtr, line 120: material 'textures/darkmod/wood/boards/pier_platform_snow' previously defined at materials/tdm_pier_platform_snow.mtr:1 WARNING:file skins/bkd_models_architecture_modules.skin, line 1026: skin 'timber01_blocks_mixedsize01_litwindows' previously defined at skins/amd_architecture_modules.skin:19 WARNING:file skins/bkd_snow_architecture.skin, line 109: skin 'roof_snow_selflit' previously defined at skins/bkd_snow_architecture.skin:89 WARNING:file skins/bkd_snow_architecture.skin, line 16: skin 'roof_snow' previously defined at skins/bkd_snow_architecture.skin:1 WARNING:file skins/welli_spbooks.skin, line 13: skin 'book_sp3welli' previously defined at skins/welli_props.skin:6 WARNING:file skins/welli_spbooks.skin, line 20: skin 'book_sp4welli' previously defined at skins/welli_props.skin:13 WARNING:file skins/welli_spbooks.skin, line 27: skin 'book_sp5welli' previously defined at skins/welli_sp5.skin:1 WARNING:file skins/welli_spbooks.skin, line 6: skin 'book_sp2welli' previously defined at skins/welli_props.skin:1 WARNING:file sound/bkd_ambient.sndshd, line 22: sound 'cosmic_chaos' previously defined at sound/ambient.sndshd:9 WARNING:file sound/bkd_ambient.sndshd, line 34: sound 'forest_sounds1' previously defined at sound/ambient.sndshd:22 WARNING:file sound/bkd_ambient.sndshd, line 46: sound 'forest_sounds2' previously defined at sound/ambient.sndshd:34 WARNING:file sound/bkd_ambient.sndshd, line 9: sound 'crystal_bowl' previously defined at sound/ambient.sndshd:1 WARNING:file sound/bkd_water.sndshd, line 7: sound 'water_medium_running' previously defined at sound/bkd_enviromental.sndshd:19 WARNING:resetTime target window 'BriefingAnimation' not found at /fms/written/written.pk4/guis/mainmenu_briefing.gui:102 WARNING:unknown destination 'BriefingAnimation::notime' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:127 WARNING:unknown destination 'BriefingAnimation::visible' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:101 WARNING:unknown destination 'BriefingAnimation::visible' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:126 WARNING:unknown destination 'NextButton4::visible' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:454 WARNING:unknown destination 'NextButton4::visible' of set command at /fms/written/written.pk4/guis/mainmenu_briefing.gui:526 37 warnings WARNING: terminal type 'xterm-kitty' is unknown. terminal support may not work correctly terminal support enabled ( use +set in_tty 0 to disabled ) pid: 588362 Async thread
  12. Yes. Do you use executable from assets SVN or an executable built locally from source code? I usually don't commit newly built executables between dev builds. I'd say test maps look better inside "test" subdirectory, maybe delete the first one.
  13. I have noticed that especially our gui textures (like the mainmenu / inventory grid parchment), but also some video assets like that "The Dark Mod" short-intro, are really low-res for this day and age. I was wondering whether we should explore offline AI texture upsampling? While I am not a fan of purely AI-generated content, upsampling is something that usually works really well and maintains the look and feel of the materials. Does anybody have any experience in this regard? Do you know of any tools for this? RTX Remix comes with AI texture tools, but I don't know in what capacity those can be used outside of the RTX Remix framework.
  14. Lately I have started to play some of the more recent missions and some of these have lots of "own"/unique textures. Is it okay to use these assets (from released FMs) in one's own FMs? I'm referring to models/textures and sound etc, of course not chunks of the mission geometry or blatant plagiarism of readables etc. I guess some people have designed or bought assets for themselves but is it okay to use these textures/models as long as there is no explicit note in a readme etc, that opposes such "borrowing"?
  15. Here I'll post prefabs, models and stuff that mappers can use if they like.
  16. For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
  17. The community patch packs have some gameplay and graphics mods. Thief Mods and Utilities https://www.ttlg.com/forums/forumdisplay.php?f=174 TFix https://www.ttlg.com/forums/showthread.php?t=134733 T2Fix https://github.com/Xanfre/T2Fix There are a few mods here for Thief and System Shock 2. Keyring Ghost Mode Minion Summoner Fairy Light Radar https://github.com/saracoth/newdark-mods Upscaled textures and paintings https://www.moddb.com/mods/thief-gold-esrgan-pack https://www.moddb.com/mods/thief-ii-esrgan-pack
  18. How about adding the following config-line to your darkmod.cfg file, so you can store the FM folder somewhere else: set fs_ModSavePath "h:\darkmod/fms" More info: https://forums.thedarkmod.com/index.php?/topic/20991-using-system-wide-file-locations/#findComment-462471 Or just move the whole TDM folder to the H-drive. Because the TDM folder is "portable", it keep all the files inside it, as stgatilov posted. (unles you change things in the darkmod.cfg file)
  19. This pinned thread's purpose is to collect links to all the discussion threads for new features to be added in 2.14: https://forums.thedarkmod.com/index.php?/topic/23080-214-new-and-updated-assets/ https://forums.thedarkmod.com/index.php?/topic/23072-214-mirrors-and-remotes-resolution-and-optimizations/ https://forums.thedarkmod.com/index.php?/topic/23070-214-tdm-version-macros-and-x-ray-breaking-change/ https://forums.thedarkmod.com/index.php?/topic/23071-214-in-game-screenshot-as-menu-background/ https://forums.thedarkmod.com/index.php?/topic/23073-214-interactible-projected-decals/ https://forums.thedarkmod.com/index.php?/topic/23074-214-new-smoke-generation-system/ https://forums.thedarkmod.com/index.php?/topic/23088-214-beta-ko-non-elite-ai-after-flash/ https://forums.thedarkmod.com/index.php?/topic/22736-font-localization/page/2/#findComment-503417 As well as older Feature Collection Threads: [2.13] Feature Discussion Threads [2.12] Feature discussion threads [2.11] Feature discussion threads [2.10] Feature discussion threads
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  20. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  21. ============== -= IRIS =- ============== WELLINGTONCRAB TDM v 2.11 REQ Ver. 1.3 *For Maureen* -=- "Carry the light of the Builder, Brother. Unto its end." -Valediction of the Devoted "What year is this? Am I dreaming?" -Plea of the Thief Dear Iris, I am old and broken. When we were young it felt like the words came easily. Now I find the ink has long dried on the pen and I'm as wanting for words as coin in my purse. I can tell we are nearing the end of the tale; time enough for one more job before the curtain call... ============== -Installation- Requires minimum version of TDM 2.11 **Dev build dev17056-10800 (2.13) fixes several visual effects which have been broken in the mission since the release of 2.11. For that reason playing with that version or later is currently recommended** -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== Beta Russian Language Translations by @kalinovka Mirror #1: yandex.ru Mirror #2: Google Drive ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* *Support TDM by rating missions on Thief Guild: https://www.thiefguild.com/* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL * KLATREMUS - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
  22. I can only guess here. Björn Pankratz (the guy who singlehandedly developed Cralon) used to be a game designer, creative director and project manage for Piranha Bytes former games. I didn't even know that he can program. On Cralon, he needed to do everything. He already created the soundtrack and sounds for Elex 1 and 2 (which aren't very good, by the way...) and he did the same for Cralon. My guess here is that he's just not competent enough in all regards. As already has been mentioned, the assets seem to be licensed, and, the prgramming/scripting he did himself seems a bit layman-ish. Even if you take his work as part of the Piranha Bytes team, it seems to have sufferend in recent years. There's some stuff in ELEX where I wonder what they've been smoking, in terms of setting (factions with advanced sci-fi weapons against barbarians with sword and bow, and the sci-fi faction hasn't wiped them out yet?), story and characters. The graphics were rather a step back compared to Risen 2 and 3. The game world was, untypical for Piranha Bytes, rather sterile, empty, and didn't really feel hand made like on their other games. The quest were a bit boring, and so on. Maybe it wasn't the best idea to go one-man-army now. Anyway. we still have Monomyth to look forward to.
  23. I don't know how it works for Radeon but for NVidia there is a setting in the control panel called Power management mode, it's is also possible to change it for any game individually. Also Windows has its own power management settings. Here is the thread on Dolphin forum about it(but it's pretty old and some things most probably changed): https://forums.dolphin-emu.org/Thread-unofficial-laptop-performance-guide
  24. Always happy to do that - but the author has to ask as I prefer to have their permission. Also, not sure if everyone was aware, but over at Thief Guild they have a proposed feature in their roadmap to host FM author assets. This would be an amazing feature to have and more suited to this purpose than the Github repos: They've already implemented FM hosting as well: https://www.thiefguild.com/topics/108869/the-thief-guild-fm-hosting-is-ready Anyways, stuff like this depends on community support and donations, so I would encourage everyone to go over there, sign up, donate and vote for roadmap features (or suggest new ones)!
  25. A Winter's Tale By: Bikerdude "One of the few pleasures I have as a man of the thieving profession is to return to my old home town for the holidays and relax in the company of friends and relatives. But a local lord has been going out of his way to making the lives of the locals a miserable." Notes: - TDM 2.12 or later is REQUIRED to play this mission. - This is my entry for the speedbuilding jam. - This FM should play on the vast majority of systems. I have perf tweaked this map with low end players in-mind. And have moved the globale fog/moon lights to the ‘ better’ LOD level. - min recommended spec (as per beta testing) Intel Core i7(3rd gen), nvidia 1030 4gb (GDDR5), will get you 60fps inside and 45fps outside. - Various areas will look better with shadow maps enabled (SoftShadows set to medium/high, Shadows Softness set to zero and LOD set to 'better'), at the possible expense of performance depending on your system specs. - this mission continues the imperial theme, with this being a border town slightly further out from the main imperial lands than Brouften. - build time roughly 130hrs. Download Link: - (v1.4) - https://discord.com/channels/679083115519410186/1310012992867405855/1310022631415746632 v1.4 changes: I have been tweaking the LOD levels through-out the map - - Snow fall has been moved to LOD low/normal. - world fog moved to LOD better. - fireplace grills to LOD better. - world moonlight moved to LOD high. Other tweaks - - reduced light counts in all the fireplaces. - reduced the length of the looping menu video background. - Some new assets Gameplay: - added more ways for the player to get around. - tweaked existing routes to make some easier or more of a challenge. - and added an additional option objective. Credits: Special thanks go to - - Nbhor1more, flashing out the briefing and creation of readables. - Amadeus, Help w/custom objectives, script work, proof reading, mission design & testing. - Dragofer, for custom scripts and script work for the main objective. - Baal, for additional tweaking of the main objective and script work,. - Beta testers: Amadeus, Nbhor1more, Mat99, DavyJones, S1lverwolf, Baal & Dragofer. - Freesound.org, for ambient tracks, further details in sndshd file. Speed Jam Thread: - https://www.ttlg.com/forums/showthread.php?t=152747
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