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Hello, all. This thread is meant as a follow-up companion piece to my previous thread listing royalty-free music by Kevin MacLeod that could be usable for new missions for The Dark Mod. In this thread, I take a slightly different approach. Instead of focusing on one author and his royalty-free music, I'll be writing an ever-expanding list of songs, compositions tracks and ambients by various musical artists that could come in useful for mission makers working on FMs for TDM. Aside from ambient music for background atmosphere, I'll also be listing some historical music and compositions from the real world's ca 14th-17th century that are in the public domain and could be used as background music in your missions, provided that someone does a royalty-free recording of them (i.e. not released on some payed-for album, but at most a royalty-free album or online collection/archive). Please note that, though I will try to provide you with links to royalty-free versions of historical compositions in particular, I sometimes might not be sure of the status of some of these recreations/recordings and you'll have to snoop around for their royalty-free status on your own. However, if you do confirm that, e.g. some freelance artist recorded a well-known 16th century piece of music, and is giving it away royalty-free, possibly with the only necessity being attribution, then please let me know and I'll include any download links and the details concerning necessary attribution. Thank you ! And now, it's time to begin... ---- Royalty-free ambients As in "free to distribute and use (though possibly with attribution)", not necessarily "free of the TDM universe royalty". Free Music Archive (FMA) From his particular website, I'll only be including tracks that have broad Creative Commons licenses or free licenses, and tracks that are suited to both Non-commercial and Commercial use. In other words, largelly CC BY 4.0 and CC BY 4.0 Deed. It's better to search for ambients and tracks that are more lenient with their licenses. Lee Rosevere - All the Answers - Awkward Silences (B) - Baldachin - Betrayal - Compassion (keys version) - Delayed Reaction - Edge of the Woods (kind of too modern sounding in parts, but maybe you could find a use for it á la some of the old grungy-sounding ambient tunes in Thief) - Expectations - Everywhere (sounds like a calm but moody mansion ambient to me) - Gone - Her Unheard Story - It's A Mystery - Not Alone - Old Regrets - Reflections - Slow Lights - Snakes - Something To Fill The Space - Thoughtful (especially the first half to first two thirds, before the more electronic beat kicks in) - The Long Journey - The Nightmare - The Past - Time to Think - Under Suspicion (maybe the bit between 2:26 and 2:48 would be the best for a tension sting, the rest sounds a bit too modern spy-fi for the TDM setting) - What's in the Barrel ? - You're Enough (A) - Maarten Schellekens - A Bit of Discomfort - Daydream - Deliverance - Free Classical Theme (arguably more like for an SF film with classical music portrayed electronically, but not bad) Salakapakka Sound System - Aiti, joku tuijottaa meita metsasta - Holle - Kadonnut jalkia jattamatta - Privatomrode i Vasteros - Syttymissyy tuntematon 1 - Syttymissyy tuntematon 2 Sawako albums - 098 (ambient for background humming and buzzing, perhaps machinery, electricity, industrial ambience, etc.) - Billy Gomberg Remix - If You're Ther (odd city ambience, between moody music and city background ambience, mild background thumping) - Lisbon ambience (maybe usable as background ambience in some mission set at a more Mediterranean city) - Mizuame (Sawako Sun) (could work as ambience for a larger baths or spa hall, with the sound of water, and human voices occassionally heard in the background) - November 25, 2007 - Snowfall - Spring Thaw - Tim Prebble Remix - UNIVERSFIELD - A Beatiful Sky (this track would actually be good for a church or cathedral interior) - A Calm Soulful Atmosphere For A Documentary Film (calm but somewhat mysterious ambient, reminds me of some of the Dishonored ambients) - A Grim Horror Atmosphere - A Music Box With A Tense Atmosphere - Atmosphere for Documentaries (rather suspensful ambient with an undertone of woodwind instruments) - Background Horror Tension - Beautiful Relaxing Ambient (a calmer ambient that's good for a location with some degree of grandeur or one that provides relief to the player) - Blood-chillingly Creepy Atmospheres - Bloody - Cloaked in Mystery - Corpse Rot - Crime City - Dark Background - Deep Space Exploration (has a nice atmosphere of mystery and exploration) - Drifting in Harmony (calm but suspensful ambient) - Embrace of the Mist - Exoplanet (mysterious ambient, could work for various environments) - Exploring the Cursed Cemetery (short, fifteen second tension sting with piano) - Evening Meditation In The Open Air (could work for a number environments during evening hours) - Fading Memories - Gloomy Atmosphere for Documentaries - Gloomy Reverie - Grim Atmosphere - Horror Atmosphere (Version 2) - Horror Background Atmosphere 6 - Horror Background Atmosphere for Horror and Mystical - Horror Background Atmosphere for Scary Scenes - Horror Background Atmosphere for Suspensful Moments (1) - Horror Background Atmosphere for Suspensful Moments (2) - Horror Dark Atmosphere (Version 1) - Horror Music Box - Intergalactic Ambience (good calm theme of mystery and wonder) - In the Embrace of Darkness - Mars (suspensful ambient for a suspensful location, with a metallic undertone in its melody) - Meditation in Nature (aside from outdoor environments, could work in a number of other environments as well) - Melodies of Fear - Midnight Secrets - Mild Heaven (a calm ambient, maybe could work for night time city streets and city rooftops) - Moment of a Dream (suspensful theme, hopefully not too electronic in undertone) - Mysterious Passerby - Mystery Atmosphere - Mystery Horror - Mystery House - Mystical Dark Atmosphere - Nebula Soundscape (sounds like a good ambient for outdoor or cave environments or maybe even churches and city rooftops) - Ominous Criminal Atmosphere - Sad Emotional Piano for Documentary Films - Scary Dark Cinematic For Suspensful Moments - Scary Horror Atmosphere - Sinister Mystery - Sinister Piano Melodies (short, fifteen second tension sting with piano) - Siren's Call (I feel this one has more limited uses, though maybe it could work for suspense in an industrial environment) - Soothing Serenade (calm, soothing ambient, with a slight hint of mystery, could work for several types of environments) - Soothing Soundscapes (calm, soothing ambient, with a slight hint of mystery, could work for several types of environments) - Spooky Hallway - Suspense Atmosphere Background - Tense Dark Background - Tense Horror Atmosphere - Tense Horror Background Atmosphere - The Box of Nightmares - This Sunset (good for an evening or night time ambient, even includes subtle cricket chirping sounds) - Tropical Escapes (good for an outdoor environment with a waterfall, flowing stream or falling rain) Many of these tracks by UNIVERSFIELD are quite short, about a minute or slightly under a minute, but good as tension-building themes or as suspensful ambients. ---- Historical background music - lute and similar string instruments La Rossignol ("The Nightingale"} - a Renaissance era piece, anonymous composer. This one was written as an instrumental duet for two musicians. So, if you'd use this for a scene of AI characters playing their instruments, you should use two such characters for added believability. Here's what the composition sounds like when played as a duet on: - lute (obviously the most medieval/Renaissance instrumentation) - acoustic guitar (example 1) and acoustic guitar (example 2) - 11-string guitar what it sounds when played as a duet on an 11-string guitar - licensed album version (presumably lute) If you find any royalty-free version in good quality, let me know. Lachrimae ("Tears", sometimes known as "Seven Teares") by John Dowland - another Elizabethan era piece, by a 16th-17th century composer. Various reconstructions: - on lute (example solo performance at the Metropolitan Museum) - on lute, with vocal accompaniment (lutist and female soprano) - on lute, violas, and other (six musician ensemble performance) - on viola da gamba (five musician ensemble performance) Lachrimae Pavan ("Teary Pavane / Pavane of the Tears") by John Dowland - a variation on the previous composition, for the Renaissance pavane style dance. Various reconstructions: - on lute - on acoustic guitar (example 1), (example 2), (example 3) Again, I'd like to find a royalty-free version of these two compositions. Frog Galliard - one more by Dowland, for now. Another composition for a Renaissance dance style, the galliard. Reconstructions: - on lute (solo performance) - on lute, deeper sound (solo performance) - on acoustic guitar (example 1), (example 2), (example 3) Royalty-free version would be appreciated. Greensleeves - by an anonymous 16th century author, quite possibly a folk song of the era. Trust me, you know this one, even if you don't know the name. It's one of the most well-known bits of Renaissance secular and courtly music in the popular imagination. (Trust me, it's been referenced in everything. Even the first Stronghold game from the early 2000s had an in-game character sing a made-up ditty to the tune/melody of this song.) Reconstructions: - on lute (solo performance) - classical guitar (solo performance) - acoustic guitar (solo performance) I bet there's a royalty-free version of this one somewhere. I'll snoop around, and if you find one before I do, let me know. In taberna quando sumus ("When we are at the tavern") - anonymous period song from the 14th century, of Goliard origin. Written and sung entirely in Latin (so if you can explain Latin within the TDM setting or use only an instrumental version, go for it). An unabashed drinking song, you could use this for more rascally Builder priests/monks or for various commoners and lower-ranking noblemen while they're having a good time at the inn. A pretty well-known song even nowadays (though the most famous melody for it might be the more recent arrangement). Reconstructions: - example performance 1 - example performance 2 Again, an entirely royalty-free version of this one could come in handy. Historical background music - by Jon Sayles Jon Sayles is a musician who runs the Free Early and Renaissance Music website. His recordings are in .mp3 format (so you will need a conversion to .ogg) and Sayles has made them all freely available. The instrument he used for his musical reconstructions is the classical guitar. Some examples of Sayles' reconstructions of period music by anonymous or known authors: Saltarello, based on the late-medieval and Renaissance dance tune from Italy Madrigal by Anthony Holborne Al fonsina by Johannes Ghiselin Ich weiss nit by Ludwig Senfl So ys emprentid by John Bedyngham, mid-1400s Riu, riu, chiu, famous 15th century Spanish Christmas carol Fantasia, by Orlando Gibbons, late 16th and early 17th century Die Katzenpfote, German-speaking lands, anonymous author, 15th century A gre d'amors, 14th century, anonymous French author Nightengale (unrelated to La Rossignol), by Thomas Weelkes El Grillo, 15th to early 16th century composition by Josquin des Prez The Witches' Dance, by anonymous, Renaissance English composition Ma fin est mon comencement, by 14th century composer Guillame de Machaut In Nomine, late 15th and early 16th century composition by John Taverner Ricercare ("ricker-caré", nothing to do with rice or care), by Adrian Willaert Fantasia by Thomas Lupo, 16th-17th century English composer The Nite Watch, composed by Anthony Holborne - appropriate for TDM Plenty more where these came from... Historical background music - from the A-M Classical website This website offers plenty of freely available, royalty-free .mp3s of early and classical musical compositions and instrumental songs. The only thing you need to do is provide attribution, as everything on the site is via a Creative Commons license (this is noted on every page). Counting Christmas songs from the Middle Ages and Renaissance alone, I was able to download loads of them already years and years ago. Though they're far from epic recordings, if you're just looking for a competently done free version of these compositions, this is an excellent site. A few examples of medieval music from the A-M Classical site: Angelus ad Virginem (played quietly on organ), Diex soit en cheste maison by Adam de la Halle (organ and other instruments), Greensleeves (this is for a carol version of the lyrics, but the melody is the same as standard Greensleeves) Historical background music - by Vox Vulgaris The Swedish band/ensemble Vox Vulgaris aren't very active nowadays, but they did plenty of early music recording in the early-to-mid 2000s. From what I've read about their song releases, they're okay with others using the songs from their 2003 album and other material they've done. I don't know if their website is still around (there's an archived version) and whether you can still contact the band members, but if you'd like to be extra sure and ask, go ahead. I don't think they've changed their copyleft stance to their own works, but it pays off to be sure. So, here are some of VV's own takes on period music: Cantiga 166 - based on the eponymous song (full title "Cantiga 166 - Como póden per sas culpas (os homés seer contreitos)"), by Spanish composer Alphonso X from the 13th century (yes, king Alphonso X ! They didn't call him Alphonso the Learned for nothing). To provide you with a point of comparison, here, here and here are versions by other artists. (If I remember correctly, this particular VV song was also used by moonbo in his Requiem FM, as part of an inn's muffled background music. I did a real double-take when I played the mission for the first time and recognised it.) Cantiga 213 - based on the eponymous song (full title "Cantiga 213 - Quen sérve Santa María, a Sennor mui verdadeira"), again by Spanish composer, king Alphonso X from the 13th century. To provide you with a point of comparison, here and here are versions by other artists. Saltarello - based on the well-known melody for the Italian late-medieval Renaissance dance, the saltarello (also the saltarello trotto specifically in this case). To provide you a point of comparison, here and here are versions by other artists. La Suite Meurtrière - I can't quite source this one, it might be their own original composition, though "in the style of" some particular period music. Rókatánc (Fox Dance) - this is a really wild bit of period dance and festive music, possibly Hungarian-inspired, given the name. I think this would fit both a tavern environment or some public event for the nobility and patricians, including an armed sparring tournament or similar. Historical background music - various artists, Wikimedia Commons sound files Wikimedia commons has a rather rich and generous supply of recordings of various early music by various authors and ensembles, including medieval, Renaissance and Baroque era compositions and music. Audio files of early music Audio files of medieval period classical music Audio files of Renaissance period classical music Audio files of Baroque period classical music Always check the licenses of every individual track, since their royalty-free licenses might differ in the particular details. Virtually all of the tracks should be good to go for any FM creators. Final note from me New suggestions are always welcome as I expand this thread. For any suggestions concerning Kevin MacLeod's royalty-free music, please use the other thread I've already made, purely for listing MacLeod's stuff.
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Ah well, the classic and famous TDM forum discussion style. This post has really taken me back in time where there were page long arguments over multiple days until no one replied all of a sudden and the discussed feature gets ignored. We occasionally have had them too in the past years but my personal feeling is that the forums got much more quieter and people get to experiment on their own a lot more. Maybe that's partly because TDM is already final and feature complete by now.
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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
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There's now an editable fan mission list on the wiki, for the sake of tracking missions made for The Dark Mod. Please read and follow the guidelines, and help keep the list up to date! Direct link, but also accessible from the wiki title page: http://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod Discussion of changes (format, policies, entries, etc.) can take place in this thread. --------------------------------------- There is also now a wiki page to track upcoming fan missions: http://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions Submissions, progress, and any discussion for missions under construction can take place here: http://forums.thedarkmod.com/topic/11639-upcoming-fan-missions/
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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/23087-214-beta-frob-changes-additions/ https://forums.thedarkmod.com/index.php?/topic/22736-font-localization/page/2/#findComment-503417 Maybe: https://forums.thedarkmod.com/index.php?/topic/23104-script-debugger/ 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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Now I have more mobility, something I didn't anticipate was replacing my PC with a laptop. But it seems like this is just a plan. Laptops with an RTX 5060 GPU (high TGP) are really out of my price range ($200-250 price increase). Those with an RTX 5050 have also gone up by $130-$160. I'm looking for a dual heatpipe configuration (definitely dual fans) That feeling when you ask a seller on an e-commerce platform and they tell you they've raised the price by $150-$200 from the original price via chat. All the product price tags feel misleading. The prices are intentionally not updated. I do hate bait and switch pricing By the way, I haven't heard of the brands Sager or Clevo in a long time. I wonder where they are now.
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Wishlist For Darkradiant
func_klaus replied to sparhawk's topic in DarkRadiant Feedback and Development
Apparently that was changed in Apr 21, 2024: https://github.com/codereader/DarkRadiant/commit/81df38802245740ce53671a7560584ecfc18cf79 I wouldn't know the reason why. Not sure who to ask either. Is Matthew Mott on the forums? I'll take a look. Have you updated any of the other tickets with their current state as of the latest version? If they still happen, or possibly, happen differently? -
Hidden Hands: Blood & Metal Available via TDM Mission Downloader ============================================================== Title: Hidden Hands: Blood & Metal Filename : hhbam.pk4 Author: Jack Farmer Date of release: 01.09.2024 (Version 1) - 14.09.2024 (Version 2) - 28.09.2024 (Version 3) - 28.11.2024 (Version 4) - 25.07.2025 (Version 5) EFX: Yes Subtitles: Yes ============================================================== Hidden Hands series: I - Initiation II - Vitalic Fever III - The Lost Citadel IV - The Anomaly V - Blood & Metal ============================================================== Jack Farmer: mapping & drafts, briefing videos Amadeus: revision/editing of all texts for readables, narration and dialogues Joebarnin: custom scripts & prefabs and trouble shooting Datiswous: subtitles for all conversations, broadcasts, recordings and thief comments Dragofer: consultation for scripts, models and trouble shooting =============================================================== Beta testers: Cambridge Spy Mat99 Bergante Joebarnin wesp5 grodenglaive TheUnbeholden Acolytesix CrisiusXIII Release testers: Mat99 AluminumHaste =============================================================== Voice actors: AndrosTheOxen (all missions) Bikerdude (mission 1 and 2) Boylag (mission 1) Goldchocobo (mission 2, 3 and 5) Malasdair (all missions) Mary-Anne Stanke (mission 4) Narrator (mission 1 and 4) Purgator (mission 1 and 3) scodysk (mission 4) the double dutch king (mission 3 and 5) Xander Grant (mission 4) Yandros (mission 2 and 4) ================================================================ Pilfered items: - roulette wheel and alien model with thanks to Goldwell (taken from "AC II: New in Town") - pagan woman character and a select building facade with thanks to Fidcal (taken from "Heart of Lone Salvation") - skybox in mission 4 taken from Sotha's "TP: The Transaction" - mission 3 ("Down we go.") previously known as "The Cloister" - taken from the abandoned "Crucible of Omens" campaign, mainly created by the Dudes (JDude and BikerDude) and some other legacy missions makers ================================================================ New assets: - radio model and skin by Epifire, prefab produced by Bikerdude - several technical drawings provided by wellingtoncrab - keypad designed & coded by MirceaKitsune - flying bats designed & coded by STRUNK ================================================================ New sound fx / music: - factory and machine noises by inspectorj - machine sounds by lupalenzuela - rocks_falling_in_cave by unidentified contributor from freesound.org - vinyl_record_pop by joedeshon - ambient_battle_noise by pfranzen - distorted-wolf-howl by hail_pinson - roaring_sea by allthingssound - slideshow_projector by andreaskg - whistling-in-cave by retroguy23 - scary-ghost-wolf-howling by brainclaim - "Rivercare" by Adrian Wilaert - "Leave Her Johnny" by Roger McGuinn used under https://creativecommons.org/licenses/by-nc-nd/3.0/us/ All other new ambient tracks & sound fx created by Jack Farmer, occ. with gigagooga sound samples ================================================================ Special thanks go to: @joebarnin, who completely altruistically analyzed many game bugs, provided several clever scripts and even played through the initially very buggy game twice. It was an ordeal not even described in the first Builders book! Jeff, thank you very much! @datiswous, who, despite the enormous scope of the game, did not let himself be deterred from creating suitable subtitles for all dialog, comments, briefings and recordings. A truly monumental task! @Mat99 & @Bergante, who tried out things I would never have thought of and showed me once again that I absolutely have to take part in the next brain function enhancement surgery! ...and finally our friend, the incredible @AluminumHaste, who dared to do another detailed run-through at the end of the beta testing, which allowed for several more improvements and polishings. ================================================================ Thank you everyone at Fractured Glass for consultation and help in general! ================================================================
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To summarize the various findings regarding character-level problems and their workarounds - Recommended Platform The 2024 improvements in character coverage of Stone 24pt were not distributed with TDM 2.13, but now in TDM 2.14. So the Air Pocket update's i18n will work best wtih 2.14. Mapping Error Fixed [Romanian] Due to an old romanian.map error, the Romanian character ș was rendered as Ș. Reported & fixed in bugtracker 6661, committed to dev 2.14 Rev 17437 build. Special (hacked) handling of readables in Air Pocket, to ovecome the shortcomings of mainly-ASCII fonts A system has been proposed to show the text first in English (where font is fine) and then (when current language is not English) switch over to the current language, but in the Stone font, which [at least for 24pt body font] has all 256 characters. This would require new C++functionality, not yet developed. In the meantime, the workaround implementation is to embed a copy of the English text (without #str_) within custom readable sheet GUIs. Specifically for Air Pocket, the fonts and scalings used are as follows. For pg1... Mac Humaine [with English title and body textscales of 0.40 and .31, both invoking 48pt]. Stone [with non-English title and body textscales of 0.30 and 0.23, respectively invoking 48pt and 24pt]. For pg2... Shoppinglist [with English title and body textscales of 1.0 and 0.5, both invoking 48pt]. Stone [with non-English title and body textscales of 0.52 and 0.26, respectively invoking 48pt and 24pt]. For more about this, besides earlier in this topic, see bugtracker proposal "0006638: Feature request: Provide Minimal Engine Support for Fade-In Translations in Readables". For planned improvements to Stone 48pt (as well as Carleton 24pt), see bugtracter 6656, 6657. Changes to English mission_briefing.xd Some pg_1 and pg_2 sentences are slightly altered from airpocket 1.0, to generate more-valid translations. And pg_3 is introduced, to handle language overflows. Unsupported characters in the TDM Char Map [Spanish] Can't do leading "¡", so drop it and replace trailing "!" with "." Missing characters in the Font used for Briefing & Objectives, Carleton 24pt The correct full translation is retained in all.lang as a comment, but the real text has the missing character substituted by its base character without accent. Specifically: [Polish] character ń (0x9c in TDM charmap) --> n [Danish] charactera å (0xe5 in TDM charmap) --> a [Romanian] characters ș and ț (0x9d & 0x9e in TMD charmap; and probably not upper case versions either) --> s and t, S and T. Wrong-sized character in the the Font used for Briefing & Objectives, Carleton 24pt [German] lower-case "ß" (Eszett) is shown with upper case height. Left as is in Air Pocket (although replacement with "ss" would also be OK). Needs a system-level font fix, e.g., down-scaling in the DAT file. Missing characters in the Font used for Messages (tdm_message_no_art), Stone 48pt [Polish] character ń (0x9c in TDM charmap) --> n Missing characters in the Font used for Title of Stone Readables, Stone 48pt Because under TDM 2.13/2.14, Romanian character ț is not available in Stone 48pt, (used in title), only Stone 24pt (used in body) , we do a work-around, namely, suppress use of title. (Other chars also missing from Stone 48pt: ș, Ș, T+hook.
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Loading Saves just... hangs after close+reopen the game
chumbucket91 replied to chumbucket91's topic in TDM Tech Support
This mod is actually one that I made, and it calls `saveGame` every five-10 minutes with an auto generated name. https://forums.thedarkmod.com/index.php?/topic/22647-quick-and-dirty-autosave-mod/#comment-499784 The save file I uploaded that we are looking at is not an autosave, and that mod has been compatible and functioning correctly for several versions now. It is, indeed, a tiny script-only mod. The checksum changed because I made the adjustment to the loading screen gui recommended in frost salamander's post earlier in this topic ( https://forums.thedarkmod.com/index.php?/topic/23119-loading-saves-just-hangs-after-closereopen-the-game/#findComment-506750 ). This mission is, flare box warning notwithstanding, bitwise identical to the latest version in the repo available to the mission downloader. Also, this issue was present before I followed that advice from frost salamander. I suppose I can go undo that change/redownload the .pk4 since it didn't fix the issue anyways. I will revert to a clean install of both the latest TDM beta and this particular mission, just to clear some red herrings out of our debugging work. Interesting! I'll go test this. -
Besides the usual (legitimate) excuses about this being an open source project run by volunteers who have other commitments, etc., I think one of the main things missing is a proper triage process and prioritized backlog for bug reports and feature requests. At least that's how a 'real' software project would work. But someone trusted by the dev team would need to volunteer for that role (if it's even agreed it's needed). Loads of issues get reported, but in different places (the bug tracker, or various forum posts, Discord, etc.). The forum is a nightmare to search, so things get lost as soon as they are posted. Some devs don't really read all of the forums unless they are tagged (again, I don't blame them not everyone has time to read every single post or hang around Discord 24/7). I make sure to log bug reports and feature requests in the bug tracker, so at least I can easily find them later. I think there is a better chance of someone seeing it there as well. Then you could maybe raise awareness of it by posting in the forums with a link to it. Unfortunately with respect to features and suggestions, nobody is really in a position to make any promises at any given time whether something can or will be implemented. It seems to need to reach some critical mass of internal discussion first, which sometimes only happens after some pestering occurs. If you look at the stuff that @Daft Mugi and @STiFU have implemented recently, they do a great job of making a case for their feature requests, complete with screen shots, videos, evidence from users from discord and forums, rationale with pros and cons. This helps a lot when trying to convince a group of people that your idea is worth considering. EDIT: I meant to say the non-responses can definitely give the impression of apathy and that's frustrating, but I think that would be a harsh assumption. IMO this forum or Discord are not suited to feature discussion. The rest of the world has moved onto things like Github issues which are way easier to have targeted, scoped discussions about particular bugs or features. And also to find them later.
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Easy outdoors recipe. If you are lazy and want to make an outdoor area, you could use this strategy: It doesn't look even bad from high up: The setup is really simple: You have 1) the play area (selected and red.) 2) area with skybox texture (blue) 3) skybox (you need to add some kind of ground terrain there) 4) hide the seam between play area and the skybox texture area with a pile of big bushes. These bushes I made with simple bunch of patches with the wood model leave textures. I made it into an ase model and cloned the 32 decal bunch around to generate thich bushes. I also placed some trees floating into the skybox texture area. 5) You must make the bushes closed area so that the player cannot move into them. Otherwise the end-of-world is nasty looking and visible: Enjoy! Previously in the Easy Recipe series: Easy Vault recipe: http://forums.thedar...y-vault-recipe/ Easy caverns recipe: http://forums.thedar...caverns-recipe/
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I'm looking for a voice actor for a map I'm working on. I have a script worked up already, I just need somebody to do the voice of a crafty old sage type character. More details available on request. Any assistance appreciated.
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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!
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Fan Mission: A Collector's Errand by Bikerdude & thebigh (2026-02-22)
irisx replied to Bikerdude's topic in Fan Missions
BTW, the caustics effect on walls and ceilings looks absolutely gorgeous, it's only a pity that can't be made to work on character models too... -
OK, the Briefings are essentially done. As I said before, content is now distributed into 3 pages, instead of the original 2. Also, I’ve been using “\n\n” to separate paragraphs. This provides “air” between paragraphs, and also makes it easy to fit yet more text on a given page if necessary by combining paragraphs. I needed to that only once (for German). There are additional specific-character changes that I applied manually, but in the future the AI could be told to do (i.e., not generate unwanted characters). I’m discussing these in the context of AI-generated Briefings, but they are more widely applicable, including to the [English] section. * Replace long dash “–“ (U+2013) with short dash. * Replace single-character ellipsis … with 3 individual dots. * Replace double quotes with single quotes. * Replace directional single quotes (namely ‘ and ’, including latter as apostrophe) with non-directional. Regarding double quotes, replacing them with single quotes is generally best. However, you can in some cases retain a non-directional double quote, but you’d have to escape it (with preceding \ ), and I vaguely recall that doesn’t work under all use cases. Russian has directional double-angle marks as quotes, which you can use. TDM’s ”english” (European) character map repurposes the Latin-1 double-angle codepoints for other purposes. Be aware that the default briefing font renders a straight single quote as if directional. Turning to shortcomings of the default Briefing font (scaled from Carleton 24pt), certain glyphs were never implemented and appear as squares (or artifacts) on-screen. At codepoints 9c-9e (Polish lower-case n with accent, Romanian lower-case s & t with descenders). Likely upper-case 8c-8e are also problematic. Possibilities of what to do: The long-term system-level solution is to complete the font’s character coverage. Awaiting that, you could just leave the FM with the squares/artifacts. In the FM strings, replace these characters with their unaccented base letters. As an interim system-level fix, update the font’s DAT, to replace these characters with their unaccented base letters. For Air Pocket, I’ll do either (1 - awaiting) or (2) at this time. Finally, for Spanish, the TDM standard english/european character map does not support the inverted exclamation mark: ¡. Three FM workarounds: Drop the leading ¡ but retain the trailing !. Make the sentence non-exclamatory, replacing also the trailing ! with a period. (This is what I generally chose.) Likewise drop both marks, but also capitalize the phrase to indicate shouting.
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Voice Actor Request: 1 Person, Crafty Old Sage Voice
JackFarmer replied to Jnon's topic in TDM Editors Guild
From personal experience (and I have a lot of experience on that topic), casting calls on the TDM forums do not have much effect. You could try VAC (if you are on Discord). I could also provide you the contact details of a very reliable guy who has been doing tons of voice work for TDM/Thief missions, if you want to. -
Fan Mission: Displacement By Amadeus & WellingtonCrab (02/01/26)
Tarhiel replied to Wellingtoncrab's topic in Fan Missions
Should there be some cutscene at the end? I found all the relics and Curio´s items, then went to sit in the chair in the red room, and that was it (still played and finished v1 on 2.13, because I was pretty far along). Anyways, time to say huge thank you to both of the creators and all the lovely people who were helping to test this mission - this has to be the most unique mission I have played so far on Dark mod - the (New) weird combination of aesthetically pleasing leveldesign and unclear story, sooo many options of entering and finding out unique "quests" and safe opening combinations is unheard/seen/played of. People in forums say its combination of Dishonored and Bioshock, I would add a hint of Dark Souls in the story area, mixed with Twin Peaks, and you start to get an idea. Although I am playing fanmissions from the very beginning of the mod´s existence, I felt completely lost here and I enjoyed that. I also didn´t know how to solve many of the combinations until I got a hint - overwhelmed by all the entry options and connectedness of the space(s) to the beauty of individual set pieces (I felt like a tourist, taking screenshots of almost everything). And the music! My goodness, that beautiful non-cacophonic chill music just begged me to stay and listen. I immediately recommended this mission in another forums where I am active, so hopefully people will get to play it. Well done, everyone, this is a threat. PS: Can I politely ask you to get together with Bikerdude, Kingsal, Sotha, Melan, Goldwell and anybody else who´s willing and put together an official campaign, please? Pretty please? -
Author Note: Shadows of Northdale is a new campaign that takes place in a city called Northdale that is situated up in the mountains of the western empire. Across the campaign the player will traverse through the varying districts of the city with each mission featuring it's own unique location as well as different locations in the city hub to access. ACT I is the first mission which is designed to introduce the player to the city hub area and the new mechanics available to them. During the first night in the city hub section there are a couple of places to explore however this will expand and open up further as you progress through the campaign's missions. This mission features some aspects which are different to the usual dark mod FM experience which are: - Food is an item that is picked up and stored in your inventory, pressing the use key with the food item highlighted will cause the player to eat it and gain 5hp - There is an ingame fence where you can purchase gear using any loot you may have found during the mission, you can visit him as many times as you wish but do be mindful of your loot goals - Also inside the fence's shop are contracts, these are readables which detail tasks that a client wishes you to complete for an agreed sum of gold. Upon completing them you will be rewarded with the designated sum immediately - Because you are not a wanted criminal (yet) the citywatch will only attack you if they catch you breaking the law or find you near the scene of a crime - Candles are pinchable in this mission, frobbing them causes Corbin to pinch them to put them out rather than pick them up The mission was designed and tested on 2.05, if you are playing on any other version there may be bugs present. If you enjoyed the mission please feel free to leave a review, I enjoy reading them and it gives me inspiration for my next projects. Tell me what you felt worked and what you felt could be improved for next time. Have fun taffers! - Goldwell. 2.06 UPDATE INFO: If you are experiencing any path finding issues (AI walking around in circles or getting stuck) on 2.06 then please enter the following console command to resolve these issues cm_backFaceCull 0. Thanks goes to Nbohr1more for solving that! Testers Crowind Epifire Kingsal Random_Taffer Skacky SquadaFroinx Voice Actors AndrosTheOxen Goldwell SlyFoxx Custom assets Andreas Rocha Bentraxx Bob Necro Dragofer Epifire Freesound Kingsal MalachiAD Tannar And a very special thank you to the following people without whom the mission would not exist: Epifire for creating some amazing detailed custom models that help bring a unique layer that wouldn't be possible without it. Seriously go check out his modeling page! Dude is very talented https://sketchfab.com/Epifire Grayman for helping to debug a lot of critical bugs in the mission, without him there wouldnt be a mission Kingsal and Skacky for helping out with excellent tips on level design, flow and lighting Moonbo for lending his writing talents to help optimize the briefing video script Obsttorte for making the majority of the scripts featured in this mission, and for dealing with my constant nagging about issues and bugs, you are awesome! SlyFoxx for lending his vocal talents and making the fence character come to life and sound great SquadaFroinx for providing thorough beta reports (that are equally hilarious as they are useful) And finally a huge thank you to Tannar for drawing the fantastic looking ingame map Available via in-game downloader MIRROR File Size: 295 mb
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Hi taffers, Biker and I have been working on a little mission in honour of MirceaKitsune and we're looking for two voice actors for a couple of short conversations. We are after a "Benny" watchman and a "cynic" thief character. Can anyone help out? Let me know and I'll forward you the script via PM. Thanks!
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Fan Mission: A Collector's Errand by Bikerdude & thebigh (2026-02-22)
jaxa replied to Bikerdude's topic in Fan Missions
https://forums.thedarkmod.com/index.php?/topic/23105-sad-news-we-lost-another-one-of-our-own-mircea-kitsune/ -
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.
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Away 0: Stolen Heart by Geep & _Atti_ (2021/11/12)
Frost_Salamander replied to Geep's topic in Fan Missions
@Mike__ could you please put this in spoiler tags? -
Speaking of savegame compatibility. I hate it too Every time I decide to play some mission during beta, something happens and I have to switch to the most up-to-date version, and then can't even remember which revision I was playing on! I don't think we can realistically support savegame compatibility across versions. But we can probably do some lifetime improvements, maybe add various filters: only show compatible saves, or sort them by engine revision, showing engine revision at least, etc. Speaking of bugtracker. Perhaps somewhere on the forums there are messages from 10-15 years ago like "you can help us by posting a bug on bugtracker, we promise we'll look at it". If there are, I think we should delete them as those are false promises. It's not like we have a project manager who tracks all newly created issues 24/7 and decides what to do with them. It is safe to say that almost nobody looks at what's added to bugtracker. If some TDM issue is really annoying to you, the most likely way to get it fixed is to talk to some developers or team members, or at least mappers. It does not mean bugtracker is useless though: it is more like a knowledge database of everything that bothers people, with more focused comments, not a well-tuned pipeline to get it fixed.
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Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
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