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Hmm yeah newdark also works for both thief 1 and 2 and also the gold version it seems. https://www.ttlg.com/forums/showthread.php?t=141148 latest version seems to be from 2019.
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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
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Sorry, I think it should be #include "guis/mainmenu_briefing_preamble.gui" At least that's what I see in some existing gui files: the guis subdirectory is important. I think it is irrelevant. Just like in C/C++, C preprocessor runs before the main language and does simple textual transforms only. It does not know the main language at all. It understands only directives (lines starting from #) and some strings which were #define-d beforehand. After preprocessor is over, the main language starts working, and it only sees what is produced by preprocessor, it has no way to know about the directives. So in the first example it will check if the current mission is indeed 1. If it is not, it will remove the section inside #if from the source code, the Doom 3 GUI language will not even know it was there. If it is, then the section will survive. Then it will handle the #include, which basically says "please copy/paste the contents of that file here". In the second example, the preprocessor has no freaking idea what the first line means. It is not a directive. So it will leave it as is, regardless of which mission it runs now. The it will handle the #include, i.e. copy/paste the file contents regardless of which mission is now. Given that Doom 3 GUi language only allows to use if-s inside event handlers, the second approach is only valid if you use it inside a single script event handler. Which is often too small. But then the parts which are not specific to either mission will be included/present twice, no? In fact, if #include sounds complicated to you, you can just do everything without it. Imagine that file2.gui contains the full GUI code for mission 1, and file2.gui contains the full GUI code for mission 2. Just put contents of both files into mainmenu_briefing.gui surrounded by appropriate #if MM_CURRENTMISSION == ? and #endif. Preprocessor will process each #if and drop the ones which are false. Since #include is just a command for preprocessor to copy/paste, it works effectively the same way. It just allows you to have one mission per file instead of one megafile with the stuff for all missions (well, as long as paths are correct).
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My old friend Andreas urgently needs my help. He asked if I could meet him at the Lion's Head Inn, our favourite retreat in a quaint part of the city called Mirkway Quarter. He’s got a small apartment nearby where he makes a modest living off paintings he sells to pompous nobles and the odd merchant. Not long ago, his wife Lily was hired as a servant at the manor of the local alderman, one Lord Marlow. Now she hasn't been home for days. Andreas went to the manor looking for her, but the guards shoved him into the gutter and warned him not to return. Andreas is certain that something bad has happened, and I don’t think he’s wrong. Gallery Authors’ Notes It all started many years ago when Shadowhide laid the foundation for a sprawling and convoluted city and worked with MoroseTroll and Clearing to create a macabre storyline to befit this medieval metropolis. At some point, however, the beast grew too large to handle, so he handed the keys to the City to Bikerdude and Melan. Together, the two worked tirelessly, passing the map back and forth, each playing to their respective strengths. Notably, Melan reworked the story concept, toning down many of its darker, R-rated elements. Eventually Melan, too, moved on in 2017, but by then large swathes of the community had become involved in this map’s development. Mapping work was contributed by Baal, Grayman, Fidcal, Ubermann, Skacky, and Flanders, while Destined, nbohr1more, and Obsttorte wrote story texts. Several scripts were provided by Grayman, Baal and Obsttorte, such as an elevator with scissor gates, a TDM first. Even after all this input, the daunting task still remained to transform what had grown into the largest TDM map ever made into a playable mission. Bikerdude hammered away at this for some more years still, on and off between other projects, until in early 2020 when he deemed it ready for public viewing. It was then that Dragofer and Amadeus joined in. In the months that followed, the trio reworked, finished, and polished the mission in nearly every aspect, fully writing out and editing the story as well as adding countless scripted effects and (with help from Bienie) many new readables. The good working atmosphere and pooled creativity brought forth several new secrets, of which the largest likely hasn’t been done before in TDM (hint: check the libraries). In the very end, the name “Fractured Glass Company” was drawn up to refer to everybody who was involved in creating this very special mission. Without the hard work of all these people, most of all Bikerdude and Shadowhide, this mission would likely never have seen the light of day, let alone become what you see here before you. The mission is, as Bikerdude puts it, a homage to Thief 1 & 2, and it’s our hope that you catch these vibes as you explore and enjoy this mission. Update 1.2 (released 04/04/2021) Update 1.1 (released 11/11/2020) Credits - Mapping: Shadowhide, Bikerdude, Amadeus, Baal, Dragofer, Fidcal, Flanders, Melan, Skacky, UberMann - Original Story Concept: Clearing, MoroseTroll, Shadowhide - Story & Readables: Amadeus, Bienie, Bikerdude, Dragofer, Destined, Melan, nbohr1more, Obsttorte, Shadowhide - Editor: Amadeus - Scripting: Dragofer, Baal, Grayman, Obsttorte - Voice Acting: AndrosTheOxen (Andreas), Joe Noelker (Player) - Video Editing: Bikerdude (briefing), Goldwell (briefing intro) - Custom Models: Bikerdude, Dragofer, Dram, Epifire, Grayman, Obsttorte - Custom Textures: Airship Ballet, Dmv88, Hugo Lobo - Custom Sounds: GigaGooga, Sephy, Shadow Sneaker, alanmcki, andre_onate, Deathscyp, dl-sounds.com, Dmv88, dwoboyle, eugensid90, gzmo, lucasduff, mistersherlock, qubodup, randommynd, richerlandtv, sfx4animation, Speedenza - Betatesting: Amadeus, ate0ate, Biene, Bluerat, CambridgeSpy, Cardia, Dragofer, Garrett(Monolyth-42), JoeBarnin, Kingsal, Krilmar, ManzanitaCrow, MikeA, Noodles, S1lverwolf, s.urfer Download Note: this mission requires TDM 2.08, which is now available for download. Please be aware that old saved games will no longer work after you upgrade to 2.08's release build. Note: it’s highly recommended to run this mission using the 64-bit client (TheDarkModx64.exe), since there've been frequent reports the mission won't load on the 32-bit client (TheDarkMod.exe). Both are found in the same folder. The mission is available from the ingame downloader. In addition to that, here are some more mirrors, as well as the official screenshots for anybody uploading this mission to a FM database: Mission: Google Drive / OneDrive Mission (v1.1, slimmed down version for 32-bit clients): Google Drive / OneDrive Official Screenshots: Google Drive / OneDrive Hi-Res Map: Imgur Links Secret loot & areas walkthrough by @Lzocast
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============== -= 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 ============== *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:
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question Why name in material needs to include path to texture
HMart replied to datiswous's topic in TDM Editors Guild
Like Arcturus said materials names do not need to be a real path to a texture. Thou afaik Radiant (and probably DR?) uses it to display it in a virtual folder tree in the editor, meaning if is a single word, it shows up in the root of the media window. -
On the upside this might make some people actually happy: https://forums.thedarkmod.com/index.php?/profile/34053-xolvix/&status=4090&type=status
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It's not outside the realm of possibility, but after picking through the damage and repairing everything, I saw that my first guess was wrong.. it wasn't grouped objects, just specifically brushes that were turned into entities (func_static and otherwise). In some cases, converted brushes that were part of groups got moved to 0,0,0 but func_static models and worldspawn brushes stayed in place, forcing me to ungroup them, move the parts back into place, and then re-group them (or in some cases just delete the whole mess and rebuild from scratch). I'm curious though, @Frost_Salamander were you doing anything similar to what I stated above when your incident happened? Thinking back, during my script testing I initially made a mistake and put my .script file in the wrong folder, causing TDM console to give me an error about a non-existent function. The only reason I think this is significant is because I've since moved the .script into the correct folder and script calls work normally now, and I haven't seem the same entity relocation glitch occur since then. I'm thinking of putting together some kind of test map and seeing what I can do to try and reproduce it.
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Virtual Rooms Vol.1 You are trapped in a virtual simulation of interconnected rooms, each holding its own challenge. Do you dare attempt the escape? Volume 1 marks the beginning of a journey. Future volumes of Virtual Rooms will be driven by the community: rooms will be created by different authors. We will set common rules as we go. Stay tuned for the upcoming kickoff of Volume 2! In the meantime, let know your thoughts about Volume 1 and "Virtual Rooms" as a concept. Feel free to criticize and/or suggest areas of improvement. Share your ideas. This initiative now belongs to all of you, members of this community and fans of The Dark Mod out there. EDIT - You can now discuss it here: [Alpha] Virtual Rooms Vol.2 Have fun Install instructions: Virtual Rooms Vol.1 is available in the in-game mission downloader. Alternatively, go to the "fms" folder, create the folder "vr_vol1" and place inside the pk4 file that you can download here. Room names, as reference: Known bugs: Cheers!
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There is a post over on TTLG: https://www.ttlg.com/forums/showthread.php?t=153145 Just re-checked, it was also just "an idea" and the scripts he posted mainly resolve around the enemy movement speed. I was so hooked up on that idea that I didn't remember this in the first place, sorry!
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Thanks everyone for your passionate feedback so far. The topic of save restrictions really brings out the “travelling circus” haha! Even with maybe a clown act or two! I appreciate all the perspectives! @kingsal Just to clarify, the idea was always meant as an optional feature. It was never something forced onto any player. The intent is not to punish or restrict, but to offer map authors and players another tool to curb quicksave and quickload habits if they choose to. So customization would be key part of this, whether you set the loot threshold, turn it off, or adjust it per mission. I completely hear those who feel any kind of restriction undermines player freedom in immersive games. That is why I believe this should be extra and opt-in only, not tied to standard difficulty or forced on anyone who does not want it. On the other hand, I think the proposal from @snatcher about rewarding restraint, such as stealth score bonuses for minimal saving and loading, is an alternative brilliant way to turn the concept into something encouraging rather than restrictive. That could motivate players to play differently without feeling confined. Anyways.. Let us keep the discussion creative and constructive. For next year’s circus, maybe we can add a small demo to show the crowd PS: Thanks a lot @datiswous for taking the time to search the forums again. I somehow wasn't aware that this topic came up already a few times, and the forum search itself often is not working so well. So thank you!
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When will they finally update their forums to a mobile friendly version..
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This is an experimental GUI app for managing and packing Dark Mod missions. It's a successor to FM Packer but with a GUI, that I've been working on for some time. It's now at a stage where I feel somewhat comfortable sharing. Having a GUI unlocks potential for more in depth management of fms, which I intend to explore in the future. You can download the binaries here: https://github.com/Skaruts/tdm_packer_2/releases Currently: it can pack your selected mission into the pk4 at a click of a button it provides an editor for a .pkignore file where you specify which files to exclude from the pk4 it gives you a handy tree view of both the included and excluded files (Shift+LMB to fully expand/contract branches) it can launch TDM or DarkRadiant for the selected mission, or run a second installation of TDM to test your pk4 in isolation (see the menu Settings->Paths) it automatically writes your map sequence into the appropriate file all maps, except the ones in the map sequence, are auto excluded from the pk4 Important: This is still an experimental alpha version, so backup your missions before using it. Note: For now I provided binaries for Windows and Linux. I don't have a Linux system to test the binaries yet, though, so they may or may not work properly. As a last resort, one can still run this app from the source code by running the Godot Engine itself from the terminal with the "--path path/to/project" argument. (Godot itself is just a simple executable and requires no installation.)
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Hi Crafty Creeper, you need to create a folder named darkmod in your C drive and copy "tdm_installer.exe" into it. Otherwise it won't work.
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I had an idea... but I don't have a plan. New Volumes of Virtual Rooms must be the result of a collaborative community effort. We have to figure out everything: rules, content, plot, presentation... and we have to figure it out together. I am not the director or supervisor of this project. I can act as a coordinator during the initial stages but consider me as simply another member. Anyone is free to volunteer for any role. VIRTUAL ROOMS VOL.2 (ALPHA) Whenever there is new content new alpha versions will be made available and the good news is that the first alpha is already here! Member @thebigh quickly figured it all out on his own and he already created the very first room for Vol.2: Thaumaturgy! Please note Vol.2 is not available in the in-game downloader. It will be uploaded to the official repository only when the project is complete. Manual install instructions: Download the alpha from here Create the folder "fms/vr_vol2" and place the pk4 there Launch the game and look for Virtual Rooms Vol.2 (alpha) Room names: DISCUSSION What do we want Virtual Rooms to be? I propose we start with a basic set of Questions & Answers and let it grow from there. Can you help improving these Q&A? What is a Virtual Room? [Provisional] A Virtual Room is the container of an idea or an experiment. Anything that doesn't fit in a more serious project can have its home in the form of a Virtual Room. A Virtual Room can be large or small, simple or elaborated, short or long. Are there any rules? [Provisional] Yes, we want to have a cohering experience and for that we need a consistent set of main objectives. To keep things simple yet interesting the current main rules are: While having AI is not required being seen by AI is an instant failure There must be at least one optional piece of loot in the map The player must reach an exit point to complete the room Each room (map) can have its own set of scripts, textures, materials, sounds... As long as the main rules are respected, you are free to do what you please. Can I have extra objectives in my room? [Provisional] Yes but think how you will let players know about them. Do I have to adhere to a particular aesthetics? [Provisional] No, you do what you want. You can opt for a blocky design or you can go with your own style. How do I submit a room? [Provisional] Upload it somewhere and announce it publicly. Somebody will eventually include it in the next Alpha. Can I revisit the room I submitted? [Provisional] Yes, of course. As many times as you want or need. It is your room after all. In what order are rooms arranged? [Provisional] "First come, first served". When we have a good number of rooms we can see if authors agree to different arrangements for a linear or cohesive experience, if such thing is even possible considering the different sources. Will I be credited for my room? [Provisional] Yes by default but you can opt out. Authors will be listed in the release page, in a readme, and we can probably add something in the briefing or debriefing. Is there a tutorial on "how to create a room"? Yes, one is in the works but it is not yet ready / available. Discuss!
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The windows version is called 4th and is included in the msys2 packages if you want to try it out before diving into cp/m . As for basic freebasic can actually be built for integration with the msys2 mingw compilers as i have done that some years ago. There is however no package to download for it yet but i might make one if there is interrest. Freepascal should also be buildable though it might take some hacking about to integrate it with the msys2 suite. Main problem is that it uses arch specific paths so executables end up in mingw32/bin/win32 for the 32 bit versions and mingw64/bin/win64 for 64 bit. These paths are not searched by msys2 by default so i need to hack the build system to install in mingw*/bin instead without breaking the hardcoded paths.
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https://www.ttlg.com/forums/showthread.php?t=153139
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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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A set of some 200 missions is a lot to sift through to find what one likes. I never used your site but if it provided functionality to search missions for parameters like approximate playtime, series v standalone, and tags like undead, spiders, mansion, city, etc, then it sounds plenty useful. Can the functionality be incorporated into the main web page? Perhaps even integrated to fetch underlying data from the wiki (so that trusted editors can keep the parameters up to date)?
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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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Version 2 has been released. Nothing fancy: one bug-fix and minor adjustments. The original download link and the original name remain the same. Just download and overwrite. The download link can be found in the opening post. 1) Sword carries over missions There is a bug in the source code in file "def\tdm_campaign.def". At the end of the file "weapon_limit_sword" should be "weapon_limit_shortsword". I manually fixed this in all maps/rooms in version 2. 2) The zombie in room 5 (Purgatory) is easier to kill now Some people find the rope swing mechanic too challenging and this should alleviate frustration to some extent. 3) Fixed misalignment of the lamps in room 8 (Gallery) An oversight on my part. Really minor stuff. ------------------------------------------------------------------------ In-game downloader The current internal name of the mission is "fms/vr_rooms" and I here request this to be changed to "fms/virtual_rooms_vol1" (or "fms/vr_vol1" if it needs to be shorter). This change means you all will have duplicates if version 2 gets updated in the repository. My advise if/when this happens is: Close the game Go to "fms/" and delete the "vr_rooms" folder A proper naming convention is important for collaborative initiatives (instructions, tutorials, organization, support...). Thanks all for your understanding.
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TDM 2.12 introduced a subtle rebalance to player footstep sound volumes. This was meant to be the first step towards an overhaul for all footstep sounds, both in volume levels and variety, since quite a few materials share sound files. 2.13 added "improved footstep sounds for broken glass and ice material surfaces" One year later, this project has completely stagnated; as a regular user that tried to chip in, I've seen the motivation fade out from the devs and mappers involved, or at least that's the impression I get from the radio silence in our group. So instead of letting it rot, I've made the early attempts to achieve this overhaul into a mod. Footstep Tweaks is a mod that bumps up the player and NPCs footstep sound volumes. TDM desperately needs noticeable and consistent volume levels. Your own footsteps are too quiet to recognize how much noise you are making, and NPCs don't give you enough room to hear them coming from afar. In other words, both should walk "unrealistically" loud to make sound stand out and serve as a game mechanic. The scope includes: Generally increase sound shader dB values for the player footsteps, keeping a close eye to the final propagation values, which determine how loud they will be perceived by the AI Generally increase sound shader dB values for NPC footsteps, particularly humanoids. They must be traceable sooner than TDM defaults, but not so much that they give off a false sense of closeness Fix sound files that clip (go beyond 0dB) or amplify files that are too quiet to represent the propagation values assigned to them Keep .sndshd files clean and organized, hopefully motivating TDM team to at least merge this part of the mod to the main game Take custom footstep sounds from fan missions in consideration for FM-specific versions of the mod. The custom sounds (always properly credited) might be also included as an optional addon with this mod. Copy the .pk4 file to TDM root folder to use the mod. (Inside the "Soundpacks" folder you will find alternative versions: "Volta footsteps mod" by Kingsal and "Thiefier Sounds" by Gin. Copy the respective .pk4 instead of the numbered one if you wish to use those sounds.) There are also optional tweaks that reduce motion sickness and enhance sound design and movement feel, which can be found in the "Optional" folder. Please take in mind that changing the movement speed affects gameplay balance. Special thanks to Daft Mugi and WellingtonCrab for carrying the brief but powerful efforts to start cleaning this up. Download: https://drive.proton.me/urls/HQ0FNXJVD8#1FcGthZViq8S If any dev is interested in starting and merging a stable implementation, I would suggest some considerations: Fix jumping stepvol modifiers, if they even exist. Right now the player perceives different ranges of noise when jumping, but AI always hears the loudest value possible... Make wiki documentation for every TDM material on how noisy their footsteps are for AIs. I've included all material final propagation values (as shown by the "tdm_spr_debug 1; con_noPrint 0" command) in a "Docs" folder. Inspect all entity .def files to detect missing sound material definitions Besides that, sound files are all over the place. I would propose this for both sfx .pk4s: tdm_sound_sfx01.pk4 Move all player climbing files from sound/sfx/movement/footsteps in tdm_sound_sfx02.pk4 to a sound/sfx/movement/climbing folder here. Move all humanoid rustle files from sound/sfx/movement/footsteps in tdm_sound_sfx02.pk4 to sound/sfx/movement/rustles here. (and any other rustle files that wander around the .pk4s) tdm_sound_sfx02.pk4 Move all used player footsteps in sound/sfx/movement/footsteps or sound/sfx/movement/footsteps/human to sound/sfx/movement/footsteps/player. (You would need file duplication for some files, since core player declarations currently shares many files with NPCs...) Move all used NPC footsteps in sound/sfx/movement/footsteps to sound/sfx/movement/footsteps/human. Check and delete unused variation files of materials (there are a lot). Changelog --v0.9.2-- - Included Volta footsteps mod compress, decompress and underwater sounds to all versions of the mod, amplifying compress & underwater files due to TDM underwater sound filter - Included Volta mod's NPC noble foosteps to all versions of the mod - Re-amplified some of Volta mod's footsteps files exported to the highest quality as to not introduce compression - Shortened SeriousToni's water jump file to avoid cut-offs when moving immediately after jumping - Shortened swim_walk02.ogg, the second burst sound in the file didn't mix well with the other two files - Created male and female NPC versions of the new squeakboard sounds. They won't be used currently because their .def files need definitions for this material --v0.9.1-- - Bundled all of "Collection of adjusted sounds" by Ujtudor, including Metal footsteps and Dirt crouch-creep footsteps. (the adjusted Dirt running files are unused core files and their quality clashes with Dirt core walking files) - Included some of the water footstep files from "Alternative Footstep Sound Package" mod by SeriousToni, deprecating TDM Modpack compatibility patch. - Included higher quality player underwater files from Kingsal's Fan Missions, credited to STiFU. - Created new, exclusive squeak board player footsteps from the wood files of the "Alternative Footstep Sound Package" mod by SeriousToni. - Commented out the first wood ladder file, uncommented the third and fourth and deleted the references to two wood guard files. - Alternative versions with "Volta footsteps mod" by Kingsal and "Thiefier Sounds" by Gin zipped with the main mod. --v0.9-- - All used, shared footsteps have their separate player and NPC version. - Renamed the female carpet files as "barefoot" and created higher-pitched versions of the carpet footsteps for females. - Increased all NPC maxDistance values. Now patrols should finally be heard coming down an alley instead of approaching like ghosts. --v0.6-- - Player and guard NPCs have their own, unique sound files for the most part (some materials are pending for testing); shared footsteps are now differentiated by a lower-pitched version for guards. Females don't need this treatment since they have their own set. - The weak-sounding guard stone and grass footsteps have been changed for the player's with a lower pitch. --v0.4-- - Player finally has its own sound shaders for all materials. - Player now has straw sounds, taken from the NPCs shaders. Tuned according to final propagation values. - Added TDM Modpack compatibility mod, tuning the included water sounds accordingly. --v0.3-- - Player footstep volumes tuned according to final propagation values. - Ice crouch-run and walk propagation modifiers fixed; propagation values were switched. - All swimming, dirt, foliage, gravel files and jump glass file amplified with Tenacity. They were too quiet to reach the proper volumes. - The player now uses the same carpet sounds as NPCs; they were old placeholders already used for barefoot footsteps. - Massive clean-up of the .sndshd files. - Added missing no_dup properties to shaders with multiple sound files. --v0.1-- - Initial release. Player and NPC footstep volumes have been increased, but need proper tuning. - Certain metal and water sound files have been declipped. Thanks to JoseJL for this.