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  1. http://i1049.photobucket.com/albums/s390/sirtaffsalot/vfat3_2015-02-16_18.15.48_zpsdf13cqmi.jpg UPDATE: This is now a Campaign Pack courtesy of Datiswous: https://www.thedarkmod.com/missiondetails/?internalName=vfatc What is The Complete Vengeance for a Thief Campaign? The Complete Vengeance for a Thief Campaign is a three part campaign with a brand new installment at the beginning called The Angel's Tear. The other two installments are the previously released A Pawn in the Game and The Art of revenge with new areas, additional story plus bug fixes and performance tweaks. What are the new areas in A Pawn in the Game and The Art of Revenge? Pics The Angel's Tear: New areas for A Pawn in the Game and The Art of Revenge: Download links: http://www.mediafire.com/download/c2p0myxp32hb8sb/The+Complete+Vengeance+for+a+Thief+Campaign.zip Installation instructions: Unzip the zip file and extract the three pk4s to The Dark Mod's FM folder. Load up TDM and play them in order. Thank you to the following: Bikerdude for help with visportals in the original A Pawn in the Game, visuals in The Angel's Tear plus all the mapping advice and tech support he has kindly provided me with over the years. Beta-testers for The Completer Vengeance for a Thief Campaign: AluminumHaste, Oldjim and Cookie. Beta-testers for the original A Pawn in the Game: Grayman, Bikerdude, Nbohr1more, Ppoe and Xarg Beta-testers for the original The Art of Revenge: Gnartsch, Obttorte, Lux and Jaxa. Everyone who helps me out in the Edtors Guild of this forum. Special shout out to Sotha, Grayman, Obsttorte and Bikerdude. Apologies if I've forgotten to mention anyone. The TDM team for providing me with countless hours of mapping and gameplay fun. Everyone who contributes anything to TDM to help make it the awesome mod that it is.
  2. Hello Everyone! I've been a fan of the TDM community for some time now. Over the last year or so, I've been chipping away at an FM of my own and it's finally ready for release. Volta 1 : The Stone Volta and the Stone is a fairly large Thief-style mission (Lord Bafford's Manor). It is the first mission of a campaign that follows the Thief and his encounter with an archaic and powerful force. The campaign will span from robbing noble houses to being hunted by malevolent creatures from beyond the Veil. The emphasis is on creating a mood and tone that will hopefully feel familiar to fans of The Dark Mod and the original Thief games. Available through in-game downloader. Or Download here. A few notes Dark Mod v2.8 Required Normal difficulty is intended for new players. Hard/ Expert for most of the TDM community 2+ Hours of gameplay Features lots of custom art/ sounds/ and intro video. If you are stuck or need help: Please PM me or post spoiler free in this thread. I will make an FAQ with hints as they come up! Thanks: Bikerdude, Oldjim, Taquito, Melan, and Goldwell for beta testing. Andrew Bartmess for the wonderful narrator vocals. (v1.2) Special thanks: to FinalBoss and Tins for early alpha testing. I hope you enjoy it!
  3. Tried to run after unzipping. "Failed to enter D:\Games\Rune Gold\Maps\TG/run: Can't find Class in file 'Class Engine.ServerOptions' History: UGameEngine::InitEngine" Command "Open TG" in game's console doesn't do anything.
  4. Carnage

    Free games

    Quite a few people probably don't know or don't remember that the Epic Store is giving away free games every week. As most people have very busy lives nowadays it can be difficult to remember to check the store every week. They have been giving away some pretty good games and it would be a shame to miss these. Therefore I will try to update this post every week with the games they are giving away until they stop doing it. This is obviously meant for people that are interested in downloading something from the Epic Store. This week you can download: The End Is Nigh https://www.youtube.com/watch?v=V8DUps2QKA0 The End Is Nigh is a sprawling adventure platformer where you die a lot, but that's ok because you are probably already dead anyway. https://www.epicgames.com/store/en-US/product/the-end-is-nigh/home ABZU https://www.youtube.com/watch?v=e9d8YjpJgiU From the art director of Journey® and Flower®, ABZÛ is a beautiful underwater adventure that evokes the dream of diving. https://www.epicgames.com/store/en-US/product/abzu/home
  5. I've read about this before here on the forums, even when the contest had just recently concluded, but reading about it in greater detail years later is certainly interesting. Thank you. It's a pity that it was mostly the marketing people who were involved on the Square Enix side, as I had the impression it was also the devs at EM that had played Requiem and all the other submitted missions and really liked them. I suppose it was as well, but the TDM team mostly heard from the marketing people. Yes, I wanted to note that as well. I even remember how the people over here in the TDM forums were sort of laughing at the fact that the results of the contest were favourable to TDM and had, in a sense, "proven" TDM as a worthy freeware successor to the Thief IP, with all the modding and mapping tools at one's disposal and so on, whereas Thief 4 or Thi4f or whatever Square Enix were calling it at that point, offered no such possibilities. The entire contest, while no doubt declared in good will and something I actually appreciated seeing, was such a self-own for Square Enix, ultimately to the detriment of them trying to bring back and market the reboot of an older IP. Even if Thief 2014 was a terrific reboot (which I doubt it would ever be), it would still have been hampered by people learning about modding being impossible, and looking to the trilogy and to TDM instead, to make new Thief-style stealth gaming content. Still, I appreciate they recognized the quality's of Moonbo's Requiem FM. Given many retrospectives I've seen over the years, gradually, on the 2014 Thief reboot attempt, one thing a surprising amount of them shared was noting how the game didn't feel cohesive in concept and execution, at any point. Not only not to the same level as the Thief trilogy, but also not even at the level when you consider it as an individual game, a new game on its own. Errant Signal, who's not some deep Thief fan, replayed the older games and played the reboot back when it came out, and made this exact observation already a decade ago. The reboot was just all over the place, in every department, felt clearly unfinished or rushed, and the most interesting story would be the behind the scenes at Eidos Montreal, on how mismanaged the entire project became over the course of several years. I think it's telling that, while even heavily discounted on GOG.com, Thief 2014 hasn't been selling well there, nor attracting much interest, whereas the original trilogy sells for figurative (and sometimes literal) cents on that same site - you can buy the whole trilogy for a smaller price than the reboot, which is kind of hilarious - and continues to have great sales and is considered one of the all-time bestsellers. Same here. I concur with demagogue that the actual Eidos Montreal devs behind Thief 2014, at least those who cared enough to make it at least somewhat presentable and playable - even if the actual game directors never got their act together and never decided on a consistent design apporach - those would have been much more interesting to be in contact with, even regarding the fan mission contest. The sad truth of the matter is that all too many big publishers these days, especially those formed through larger mergers, like the Eidos buyout by Square Enix, are often marketing-first, interest in developers, and veteran players and new players alike, second. I still remember the sheer amount of money spent on pointless external marketing for Thief 2014, all the while that reboot attempt never really coalesced into anything that felt consistent (rather than throwing everything at the wall, in a panic, hoping something would stick), and was also plagued by all manner of technical issues. Just an overall embarassment, and I'm not surprised that even very lenient-leaning game retrospectives of that reboot attempt. The fact that the Thief IP has been sold away to Nordic Games and Embracer in more recent years, with Square Enix no longer caring about it and other older game IPs, also says a lot. Given the Embracer Group's own woes and bad decisions, I'm not sure any new development team will ever attempt another installment of Thief, even if it was a second reboot attempt.
  6. This is referring to TDM's collaboration with Square Enix North America at the time Eidos-Montréal was making the game Thief (Thief 4). SE held a contest of fan material. Basically they wanted to have a contest of fan missions for past "Thief" games and fan art. They did end up having a contest. There were a few TDM entries. Some of us on the team got a free copy of Thief 4 for "participating". Well you can see just from that set up that these were the marketing people that really had no idea what Thief really was, and they definitely weren't going to understand the relationship of TDM to Thief IP, although you could clearly tell the moment when the lawyers probably got involved and they changed the rules to be only Thief inspired and they really watered it down since the link to Thief IP itself was lost, and they couldn't be in any way linked to the TDM/idTech4 engine. It probably would have been great if it'd been the Eidos-Montréal devs we were working with, since those would have been actual gamers that understand the game & us, our kind of people. But it was the marketing people, the Square Enix NA marketing people at that, and they were just in an entirely different universe. I mean completely detached from the reality of this game that they're working on. They were clearly only interested in the business side and thought of fans as shallow entertainment consumers that they were trying to hype up, like we were the core of Thief 4's target audience. They had this really unreal positivity about this contest while being so clueless about what it was really about. Our communications with them were just bizarre and otherworldly. There's another story I can tell about working with a team of lawyers that were pro bono vetting our Version 2.0 release to make sure it cleared id's & Eidos's IP (technically I guess also the asset makers of the assets we were using to replace id's) when we went standalone, or anyway they gave us a memo of all the considerations to look out for in doing it. I made a thread about it, but practically I don't know if it changed that much of what we were doing (the problem kind of solves itself just by our gamers' intuition), and obviously we released it standalone and nothing happened, so it worked out. Actually that Square Enix contest did have one kind of positive result for us, which is we got language from them in writing that seemed to assume we were clear of any claim for Thief IP violations as far as they were concerned. I've kept that message on hand in case we ever do get pushback, but fortunately we never have. Edit: I'm looking back on this message and thinking about the NoClip documentary on the making of Disco Elysium, which is still coming out these days, and I recall that NoClip contacted us once about making a documentary on our making. Or somebody did anyway. But I think the inside story of the making of TDM would be super cool if anybody did decide to make it. There are so many interesting stories like this. Well I think they're interesting. Maybe one of us should make it.
  7. I was cautious because I didn't want it to be perceived that I was using The Dark Mod Forums to promote my mod but I get your point - we're all in this together. Over the years we've had a few different team members, but for the past few months it's mostly been just me and one other person. The Thieves Guild project started a long time ago, when Rune was still popular. We liked Thief and we also liked Rune so we combined the two games together. We incorporated all of the cloak & dagger elements from Thief but we also wanted our thief to be able to fight like a Viking. Don't get me wrong, it's definitely a thief/stealth game. Through the 20 or so missions, we tell a story about a thief working for the local thieves' guild, operating within a dark and corrupt city. Under the cover of night, you are assigned a series of dangerous missions - success is rewarded with valuable items, increased wealth, and greater prestige from within the guild. To survive, you must move silently through shadowed alleyways, scale heavily guarded buildings, bypass deadly traps, and pick stubborn locks - all while avoiding detection by the city watch and roaming night patrols. One misstep can mean capture, failure, or worse. In this city, survival belongs to those who remain unseen. Thieves Guild was designed to be played on a computer using a keyboard and mouse. Rune uses the Unreal Engine 1. I'm glad you liked what you saw in "The Dark Side Edition Trailer". This video is a walk-through of The Training Mission.
  8. 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
  9. I guess this is basic stuff for you talented model-boys but now I've trudged for several hours without results and from what I have read in several forums/threads, it's even not that trivial. Therefore I dare to start a thread... I've download some models from the web but these come in some new and fancy format; (FBX, USD etc) not exactly the old and brittle format that we use in TDM So to import these into DarkRadiant I need to convert these to lwo or ASE, right? How do people go about this? I have tried to: - install Blender 5.0 and added an ASE-exporter plugin. Blender actually puts out an ASE-file but as I try to open it in DR, the model is only showed as that checkerboard error-box. Do I need to tinker with the model in a text editor first? I read something about changing something about a BITMAP-line... - use an ancient version (7.0) version of Lightwave but that program cannot even open the files (Not surprising)...
  10. Well I just finished the game! 11 hours of play, including repeating an entire section that was bugged the first time round. Not a great deal for $40, but I understand VR is niche so it is what it is. Maybe wait for a sale. The game mechanics are well done - very physical (although there is a crouch button). For example, when pickpocketing a guard you have to be careful to snatch his purse but not let your hand graze into his body or he'll feel it. Lockpicking is very good (if you turn off the lockpick UI option). You have to feel for subtle vibrations in your controllers as you move the lockpicks around to find the sweet spot. It makes for tense moments. You can pick up items and throw them to distract guards, keep to the shadows to avoid being seen, loot drawers and chests - the usual thief stuff. The graphics look OK for a VR title. It looks like a Quest3 game ported to PCVR (which I'm sure it is since they will have 10X more sales on the Meta store than they will on Steam). The art style is consistent throughout, maybe too consistent. Assets don't just repeat, an entire building is reused for a second mission - yes you have to break in a second time and basically go though it room by room again. The lighting is not as well done as TDM. It's too bright overall (except for the last mission) and there's no way to adjust the gamma. It doesn't look like you should be able to hide anywhere. For me that kills immersion. There are shadows though and you have a light gem on the back of your hand to judge how dark the guards will perceive you. It works, but it doesn't have the wonderful contrast we see in old Thief or TDM. The gameplay starts out easy and simplistic (I was initially disappointed), but it does get more interesting and challenging as the game progresses. The guards are pretty dumb, but can still be a challenge to get around. They will chase you down if they see you or hear you (in game and literally). Interestingly it uses you headset mic so you can blow out candles by actually blowing into you mic, but the guards can hear it. I had a guard catch me when I inadvertently cleared my throat! Difficulty is non-adjustable though and I would have preferred more of a challenge. The game is pretty linear. Melee combat consists of parrying a guard's attack 3 times with your blackjack, then knocking him out. Not great, but you probably want to avoid that anyway. Like Thief, if there is more than one guard to deal with you will probably lose the battle. If you do get caught, you often can just run away and hide. You can eat food you find in order to heal. There is a bow and there are regular arrows, knockout arrows, water, and fire arrows. There are some heavy guards that can't be killed or knocked out though. The rope arrows can only be used in very select places (mostly just to reach loot). There are no save games - just save locations (at least they are abundant and not frustratingly spaced). Is it a worthy successor to the Thief series? Nope. It's not a bad game - I enjoyed playing it and was compelled to run my battery down each play session. I'd say it's a decent VR stealth game (a genre that is prety scarce) but it just doesn't feel like a Thief game. There isn't much narrative and it doesn't have the moody, slightly creepy atmosphere like Thief. It's lacking in ambient music. You don't get to feel the grit of the town, you just portal to a few locations. If it wasn't for the Garret voice-over (which was cool) there would be no connection to the series at all. [tldr: 6/10. Doesn't feel like Thief]
  11. We know. There is already a support topic for that. https://forums.thedarkmod.com/index.php?/topic/22533-tdm-for-diii4a-support-topic/ And earlier: https://forums.thedarkmod.com/index.php?/topic/16672-trying-to-run-tdm-on-android/ And other systems: https://wiki.thedarkmod.com/index.php?title=Installer_and_Manual_Installation#Other_Systems
  12. chakkman

    Gloomwood

    Really like the art style of the game.
  13. ============== -= 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:
  14. I'll probably try Thief 3 for the first time in forever after snobel finishes making a Linux version of Sneaky Upgrade. https://www.ttlg.com/forums/showthread.php?t=138607&page=82 https://www.ttlg.com/forums/showthread.php?t=153010
  15. [edit]Please note that this version of Return to the City has been superseded by an expanded and significantly performance-optimised rerelease, available here. However, I'd appreciate if some of these download links were left around so people can check out the original version if they wish.[/edit] Hello, Taffers! My FM for the Grand Christmas FM Contest, Return to the City, has been completed and available at TTLG (updated Hammers-into-Builders version) www.darklurker.com (updated Hammers-into-Builders version) www.uploading.com (Hammers-into-Builders update) www.mediafire.com (Hammers-into-Builders update) www.mediafire.com (second link - thanks, Vexd) (Hammers-into-Builders update) www.sharebee.com (thanks, Chiron!) (Hammers-into-Builders update) Have fun, and please read the release notes, below! (Especially point 1) Last but definitely not least, thanks are due to my beta testers, who have been very helpful in finding and fixing the bugs that have cropped up, as well as everyone on the TDM forums for their help and support. Thank you! Series information: All of my missions except Unbidden Guest (TMA) take place in a common setting and involve the same protagonist, although under different aliases - Talbot, Messer Johannes, Philby and others. None of them require previous knowledge of previous FMs, but there are common elements and a degree of continuity. The missions, in current order, are: Prowler of the Dark (TDP/Gold) (S): liberate a skull of paganic enchantment from an abandoned church, which is kept sealed and guarded by the Builders.Return to the City (The Dark Mod) (M): plunder the other side of the Builder complex to steal a pack of explosives. Patrols have been heightened because of the recent break-in. (This mission connects to the previous along the North/South axis - too bad I didn't have the time to let you revisit some old areas) (You are here!)Fiasco at Fauchard Street (The Dark Mod) (M): steal a collection of opals from the house of a wealthy usurer.Bad Debts (TMA) (XL): fallen on hard times, you take a job from a diminutive snitch to steal his letter of debt from Markus, a pawnshop owner/usurer (looks like a common theme). Rooftop extravaganza.Disorientation (TMA) (XL): following the events in the previous mission, you attract the unwanted attentions of Lady Azamlarg, district warden and judge, and have to break into her palace to deter her from further assassination attempts. More rooftops and conspiracies.
  16. Won't happen anyway. See the OP's posting history.
  17. I can understand using A.I. for image creation, for pictures which appear in the FM, or maybe for textures and models, but, doing a whole mission with A.I.? Where is the fun in that? And, I wouldn't really want to go in the history books for being able to operate A.I. well... The artistic/creative side should be done by humans, not by a computer. I think the Wiki and tutorials videos are comprehensive enough so that anyone can learn mapping.
  18. If I recall correctly, Goldwell wrote in these forums once that he was working on a successor, but, ran into some technical trouble he couldn't solve when designing the mission. I think he's currently working on multiple parts of the Shadows of Northdale series. And, if I'm not mistaken, a little bird (on another forum) told that Act 3 is already in beta.
  19. Well, you were part of the discussion. The reason for the precedence choice was to support dynamic EFX in the future: https://forums.thedarkmod.com/index.php?/topic/21797-efx-preset-spawnarg-for-location-entities/#findComment-495076 I'm sorry this change somehow ruined your experience. If you find the tedious practice of using the EFX files more 'confiniant', feel free to do so, they are still supported after all.
  20. That kind of sounds like the issue described here: https://forums.thedarkmod.com/index.php?/topic/23024-strange-behaviour-in-darkradiant-certain-map-objects-untethered-from-vertex-origin/ A couple of us have experienced it but we're not sure what's causing it. In your case do the origins end up at 0,0,0?
  21. 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)?
  22. Work of art
  23. https://www.ttlg.com/forums/showthread.php?t=134733
  24. 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.
  25. 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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