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"When the leaves change and the air is still, there is a quiet." -Lady Blackbriar -=| DISPLACEMENT |=- BY AMADEUS & WELLINGTONCRAB = DOWNLOAD = <( | )> -PLAYS BEST ON 2.14- -JOIN THE BETA NOW- "Seek not the prideful sin that is perfection The Builder's light shines through all flaws. It is His wisdom to recognize a thing is done Before it is ever truly finished." -St. Edgar's Sermon of Rust LAMPFIRE HILLS... They say the woods around here give the tourists bad dreams, but I don't mind. I like it here. I feel like a piece of me belongs here. ... That it fits. DISPLACEMENT is a medium-sized traditional manor mission with a highly variable playtime. *2.14 provides a number of improvements to gameplay, performance, and stability. It is strongly encouraged to play on the latest 2.14 beta release. Join in testing now!* *Mods such as the “Unofficial Patch” and “TDM Modpack” are not supported by this mission and should be used at your own risk* https://www.thiefguild.com/fanmissions/97429/displacement CREDITS: ADDITIONAL MUSIC: -AIRSHIP BALLET -GIGAGOOGA ADDITIONAL SCRIPTING: -DRAGOFER -OBSTORTTE -FROST SALAMANDER -KINGSAL ADDITIONAL ASSETS: -KINGSAL -TDASH -SKACKY -BIKERDUDE -GOLDWELL -EPIFIRE -STRUNK -SHANNEN ART -POLYHAVEN -TEXTURES.COM -SKETCHFAB CULTURAL HERITAGE CC0 COMMUNITY -LOISTE INTERACTIVE -COLINFIZGIG -CDMIR BETA TESTERS: -KINGSAL -GOLDWELL -MAT99 -FROST SALAMANDER -MIKE A -STGATILOV -STIFU -MARBLEMAN -DETEEFF -THEBIGH FURTHER ACKNOWLEDGMENTS: -STIFU FOR HIS EFFORT IN FIXING THE NOTORIOUS STUCK AI AND ARROW CRASH BUGS. -STGATILOV WHO MADE A NUMBER OF 2.14 OPTIMIZATIONS AND BUG FIXES. -KINGSAL FOR PROVIDING SOME OF THE MAIN MENU GUI ASSETS -PURAH FOR ORIGINATING THE SETTING OF LAMPFIRE HILLS, REIMAGINED HERE, IN HIS THIEF FMS. -GUY-ON THE COUCH AND JAM61 FOR THEIR SILENT HILL COMMUNITY MAPS WHICH HEAVILY INSPIRED THE LAMPFIRE HILLS REGION MAP. -SPECIAL THANKS TO LOISTE INTERACTIVE FOR ALLOWING US TO USE ASSETS FROM THEIR GAME "INFRA." SOME ADDIITONAL DETAILED LICENSING INFORMATION: SOME NOTES ON PERFORMANCE: NOTE TO MAPPERS: MOST OF THE NEW ASSETS IN THE MISSION ARE INCLUDED IN THE 2.14 BETA RELEASE.
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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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I concluded that save preservation doesn't work between versions and accepted that. But yeah it can be frustrating. I would say download a 2.14 beta version, but don't upgrade tdm during playing. If you want to beta test a new version, just copy the install directory and install a newer beta on it. I think improvements could be made to the TDM installer. I think the installer could have an option in the last screen to delete all saves in excisting missions. It might be possible to write a simple script for that so players could do that themself if wanted. Another (better) idea is to hide saves from previous versions inside the load/save gui. So you only see the saves from that specific version and if you go back a version you might see saves from previous versions, but only those. One would think this is possible because it gives a not compatible warning on load of these saves, so I would say it's known info. The installer could be set via a shortcut to do automated installs based partly on existing data? So: Source directory files / downloaded online fms files location (excluding saves?) modds installed Edit: The installer (don't know if there are differences between Win and Linux versions) doesn't give many options for installing from script/command line it seems. You can set: --help: Display this list of parameters. --unattended: Unattended install. --version {ver}: Install the version instead of the default one. So (I think) one could make a script that: makes a directory with prompt: name copies over tdm installer to that directory Starts installer unattended with specific version (via prompt?) Copies over fms folder from previous tdm install directory deletes all save folders in all folders in fms folder
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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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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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So some of us only became aware recently that MK passed 6 months ago. This from MK's blog - https://www.furaffinity.net/user/mircea/ "My name is Taoki, also known as Mircea Kitsune. I was born in 1989 and live in Bucharest in Romania. I'm a computer nerd, interested in gaming and everything open-source... currently a contributor to several FOSS game engines as well as a 3D animator. Since 2014 I've taken a stronger interest in science... particularly quantum physics, biohacking, and consciousness. In a couple of days I'll be going on my yearly trip to the seaside. I have not been active here lately: Chances are I'm not going to from here on. I'm still around daily to view and favourite posts, maybe comment on submissions I really like. When that too stops it will mean one of two things; Either the internet has gone away for good or my body has..." For more info, another post from someone that knew MK - https://www.furaffinity.net/journal/11241933 List of FMs that MK made - - Gem of Souls - https://www.thedarkmod.com/missiondetails/?internalName=gem_of_souls - Scroll of Remembrance - https://www.thedarkmod.com/missiondetails/?internalName=scroll - Year of the Rat - https://www.thedarkmod.com/missiondetails/?internalName=yearofrat
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Sad news, we lost another one of our own - Mircea Kitsune
covert_caedes replied to Bikerdude's topic in Off-Topic
This fucking sucks, she seemed like a great person (and her FMs were fun) May she Rest in Power. Misgendering her (esp. when done intentionally) even after she killed herself because she apparently didn't feel accepted by the world is extremely disrespectful and IMHO completely unacceptable. -
Hidden Hands: Vitalic Fever Filename : hhvf.pk4 Date of release: 20/07/2019 Latest Version: 5 (21/04/2025) Version 5 - changes: - fixed defective ambient light - added subtitles (thanks to @datiswous) - added compressed briefing video (thanks to @datiswous - fixed/replace (defective) textures - added a few new models and items - added new title & loading screen - ...made a few tasks a little easier - dmap with 2.13 Hidden Hands Series: I. Initation - II. Vitalic Fever Jack Farmer: mapping & drafts Amadeus: alpha testing, geometry fixes, performance checks, drafts for gameplay and objectives, revision of all readables, dialogues & narrator texts Grayman: AI fixes, gameplay fixes, trap fixes Duzenko: alpha testing, performance checks and improvement tips Beta Testers: - Joebarnin - Cambridge Spy - Boiler's Hiss (aka "The architect's darling") - Jedi_Wannabe (aka "The man of many voices") - Amadeus (aka "The Writer") Voice actors: Malasdair Narrator Jedi_Wannabe All four guards chatting about the guests, chickens, inventions and unusual job interviews New Horizon The educated Builder Goldchocobo The naive Builder Special thanks to: - Springheel, Sotha, and Fidcal for the tutorials. - VanishedOne, Stumpy, Destined, Grayman, Joebarnin and ERH+ for patiently answering my questions solving all the in-game problems. - PsymH (aka "Stringer Bell") for connecting me with the right guys on TTLG for additional voice acting. - Goldwell for teaching me how to integrate a custom video in a fms and helping me with troubleshooting during the integration of one of the Builder's voices. - all voice actors & beta testers for their great support. - all others not mentioned here who answered my questions in the Newbie thread or via PM. Contributors from the Inventor's Guild: - Destined wrote a new definition for the "spidsey-babsies", enabling those beasts to move through tunnels. - Grayman wrote a script enabling Halfrid to hold the quill only when it is needed. He also fixed several other AI problems with respect to path finding, damages and interaction with light switches. Pilfered items: - Portal sky with hills and trees originally developed and arranged by Sotha for "Thomas Porter: The Transaction". - Frobbox booster re-created from a map originally developed by Grayman All new ambient music and sound effects written, performed and mixed by Jack Farmer. Briefing video by SirSmokeAlot Pictures Version 5 - changes: - fixed defective ambient light - added subtitles (thanks to @datiswous) - added compressed briefing video (thanks to @datiswous - fixed/replace (defective) textures - added a few new models and items - added new title & loading screen - ...made a few tasks a little easier - dmap with 2.13
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Back in the day, Tels managed a squad of volunteer translators for TDM. I am not Tels, and could never do that. Nowadays, language translation using AI, either traditional machine learning (ML) models or large language models (LLMs), is common and increasingly fluent. It is often used as an adjunct to speed the work of professional human translators. By itself, AI translation can be imperfect but usually sufficient. Can this "sufficient" approach be used for TDM, to expedite translations? Let's see. I gave some initial thought to a bulk-translation daemon that might range across FMs and fill in all missing translations, without necessarily involving mappers. In the future, possibly AI could tackle that whole enchilada. I was at first visualizing something more modest: a backbone in a standard programming language (I sketched out C++ and C# projects, but lots of other possibilities) that would make calls to an API (I looked at those of Google Translate and ChatGPT). However, I changed focus due to certain concerns... Different FMs, and subsets with each FM, would likely have far better translations if they were properly grouped, ordered, and translated separately, with an appropriate context (e.g., phrase engineering) added. The FM's mapper is best placed to provide this grouping and context. I'll detail what I mean in the next few posts. The mapper would not be expected to know any TDM-supported languages besides English. Instead, each translated phrase could be back-translated to English and examined. Is the "round-trip" meaning OK, even if the English words have changed? Problematic translations could have their context tweaked and rerun. Many AI systems, particularly for API access, require a billing commitment (e.g., credit card). For a professional translator, this is no problem, and subscriptions allow access to more (and putatively better) models and higher quotas. This seems less appealing for TDM. A few paid AI systems have a no-subscription, pay-as-you-go account tier. The cost per translate is typically pennies. But it does introduce quota- and expense-management, and may exclude API usage. Access via API requires an API key (or at the higher end more elaborate security regime), with attendant key-security headaches. Which AI model is thought "best" for translation? Doesn't matter too much, because we can't afford the best. Furthermore, there's endless churn among AI models, with antidotal reports that a given model fluctuates in quality over time, and successor models can be worse than their predecessors. So, with these concerns in mind, I looked for public web-based AI sites that require no billing and provide low-quota but adequate AI. The mapper would enter and retrieve data manually. I will focus on ChatGPT in this exploration, after a quick preliminary test confirmed some promise. Also, as this exploration proceeds, I hope to propose changes to TDM to make it more viable for "sufficient" quality machine translation. Problem areas are incomplete fonts, space-constraints, and layout issues for translated strings. My proposals will likely surface as separate forum threads. That's enough for now. I'll be trying for 1 or 2 substantive posts per week, as I tackle a particular FM.
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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? -
Hello, all. I've decided to post some lists of royalty-free music from Kevin MacLeod's well-known site Incompetech.com, lists that include tracks and themes chosen as potentially useful for The Dark Mod mission creators. Mr. MacLeod's made plenty of really good royalty-free music over the years, including various ambient themes and other music that could work pretty well in The Dark Mod. From what I know and remember, there's already been a fair few released FMs that used a few tracks from MacLeod's archive, so he is not unknown to the TDM community. Here's the tracks on the site arranged alphabetically. Another archive of MacLeod's royalty-free music can be found here (on Wikimedia Commons). I've added the links as well. As of April 2024, I have also added links to the official YouTube uploads of the individual tracks, all part of MacLeod's official YouTube channel. For the sake of easier reading and finding a song in the lists below, I've arranged them all in alphabetical order. Religious / churchly ambients Types of settings: Builder churches, chapels, cathedrals, monasteries, abbeys, etc. Various solemn and calm religious ambients. - Agnus Dei X (YT link. Somber but livelier in places, male and female choir vocals in muffled Latin.) - Bathed in the Light (YT link. A rather soothing ambient, I suppose it could work inside a pleasant-seeming Builder church, including as a place of relief in a scary mission.) - Gregorian Chant (YT link) - Lasting Hope (YT link) - Midnight Meeting (YT link) - Night Vigil (YT link. I think this one would work best if it was sampled into smaller parts.) - Organic Meditations 1 (YT link) and Organic Meditations 2 (YT link) - Rites (YT link) - Private Reflection (YT link) - Supernatural (YT link. Good for an abandoned church, spooky candle-lit catacombs, etc.) - Virtutes Vocis (YT link) Potentially: - Tiny Fugue (YT link) - Toccata and Fugue in D Minor (YT link. Famous organ composition by Bach, IMHO might sound too Baroque for a late-medieval style setting, but good for a hint of eerieness.) Spooky / horror / ominous ambients Types of settings: Crypts, catacombs, haunted caves, eerie ruins, lairs and places where undead and other monsters roam, etc. Some of the more industrial-sounding ones could also be useful for missions set at factories or warehouses occupied by criminal gangs, and so on (i.e. also for non-supernatural threats and non-supernatural creepiness). - Aftermath (YT link), WiCo link) - Ancient Rite (YT link, WiCo link) - Anxiety (YT link, WiCo link) - Apprehension (YT link, WiCo link) - Blue Sizzle (YT link, WiCo link) - Bump in the Night (YT link, WiCo link) - Chase Pulse (YT link, WiCo link) and Chase Pulse Faster (YT link, WiCo link. Both could work in some ghost-haunted location, with ghosts pursuing the player.) - Classic Horror 3 (YT link, WiCo link. Good for a haunted house, manor house or other private household interior.) - Crypto (YT link) - Dark Pad (YT link) - Dark Standoff (YT link) - Darkness Speaks (YT link. Shorter sting, good for a scripted creepy event.) - Decay (YT link, WiCo link) - Deep Noise (YT link, WiCo link) - Digital Bark (YT link, WiCo link) - Distant Tension (YT link, WiCo link) - Dopplerette (YT link, WiCo link) - Echoes of Time 1 (YT link, WiCo link) - Echoes of Time 2 (YT link, WiCo link) - Fire Prelude (YT link) - Gathering Darkness (YT link, WiCo link) - Ghostpocalypse 1 - The Departure (YT link) - Ghost Processional (YT link) - Ghost Story (YT link, WiCo link) - Grave Matters (YT link) - Heart of the Beast (YT link, WiCo link) - Himalayan Atmosphere (YT link. Eerie theme, could work in some ancient ruins.) - Ice Demon (YT link, WiCo link) - Irregular (YT link) - Land of Phantoms (YT link) - Lithium (YT link) - Long Note 1, Long Note 2 and Long Note 3 - Medusa (YT link) - Mind Scrape (YT link) - Mirage (YT link) - Nervous (YT link, WiCo link) - Night Break (YT link, WiCo link) - Ominous (YT link. Shorter ambient, but pretty spooky.) - One of Them (YT link, WiCo link) - Ossuary 1 (YT link) - Ossuary 5 (YT link) - Ossuary 6 (YT link) - Penumbra (YT link, WiCo link) - Political Action Ad (YT link. Yes, a song for this concept has such an ominous atmosphere. ) - Redletter (YT link, WiCo link) - Right Behind You (YT link, WiCo link) - Satiate - strings version (YT link) - Spacial Harvest (YT link) - Spacial Winds (YT link, WiCo link. Might be good for Middle Eastern themed scares.) - Spider Eyes (YT link. This could work well inside a household, or inside some public building.) - Steel and Seething (YT link) - Sunset at Glengorm (YT link and YT remastered link) - Supernatural (YT link. Calmer melody, good for a haunted religious buldings and its grounds.) - Tenebrous Brothers Carnival - Mermaid (YT link. Sounds serene, but is rather creepy and tense, maybe underground/underwater ruins.) - The Dread (YT link, WiCo link) - The Hive (YT link, WiCo link) - The Voices (YT link, WiCo link 1, WiCo link 2. Very otherworldly, good for some haunted area or other dimension.) - Unnatural Situation (YT link) - Unease (YT link, WiCo link. Would sound best in a manor house, museum, or other fancy interiors.) - Unseen Horrors (YT link, WiCo link) - Very Low Note (YT link, WiCo link) Tension-building / mysterious / general ambients Type of setting/situation: General ambients, especially in parts of FMs where the plot thickens and some coded development is triggered that makes for a new "act" in the overall story of the mission. (Imagine the likes of moonbo's missions and how they're structured and you get a bit of an idea.) - Air Prelude (YT link) - Awkward Meeting (YT link, WiCo link. Our thief hero or heroine meets an ally or informant for a bit of chit-chat.) - Blue Sizzle (YT link, WiCo link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Calmant (YT link. A calm, quiet piano theme, but it has an air of mystery and isolation. An emotionally neutral, uncertain theme.) - Crypto (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Dama-May (YT link. A bit of a peculiar tense theme, but some might find some uses for it.) - Dark Times (YT link) - Disappointment (YT link) - Disconcerned (YT link) - Dopplerette (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Dragon and Toast (YT link) - Enter the Maze (YT link) - Fantastic Dim Bar (YT link) - Fire Prelude (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Frozen Star (YT link. Exploring some long-lost ruins, mysterious compound or complex, it's soothing but creepy.) - Ghost Processional (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Gloom Horizon (YT link) - Grave Matters (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Greta Sting (YT link. A short sting, under twenty seconds, useful for revelatory scripted scenes and building suspense.) - Grim League (YT link) - Heavy Heart (YT link) - Industrial Music Box (YT link. Somber and personal, reminds me of the music box theme we already have in the game.) - Interloper (YT link) - Invariance (YT link) - Irregular (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness/mysteriousness.) - Isolated (YT link. A calm, somber ambient, for thoughtful situations. A bit more modern and guitarry-sounding, but could work in TDM.) - It Is Lost (YT link, WiCo link. Maybe a theme for exploring some mysterious underground ruins ?) - Lamentation (YT link. Maybe a castle or manor house household where bad events transpired.) - Lasting Hope (YT link) - Lithium (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Long Note 1, Long Note 2 and Long Note 3 (YT link 1, YT link 2, YT link 3. These are IMHO versatile enough both for tension-building and mild creepiness.) - Lord of the Land (YT link. Maybe usable as a quiet background theme while sneaking through a busier castle or manor house.) - Lost Frontier (YT link. Exploring some city or castle ruins in The Empire that seem majestic at first glance but could hide a darker secret.) - Mourning Song (YT link) - New Direction (YT link. Very interesting ambient, could work well for a slow-burning urban noir atmosphere and doesn't sound modern.) - Night of Chaos (YT link) - Night on the Docks - piano version (YT link. Part of a trio of slow noir themes, the others use a sax and trumpet. This is the only one of the three that sounds pre-1900 compatible.) - On The Passing of Time (YT link, WiCo link) - Oppressive Gloom (YT link) - Overheat (YT link) - Quiet Panic (YT link. Short and quiet, good for tension-building, including for scripted events.) - Relent (YT link. The clarinet in this one might be slightly anachronistic, but it's an interesting contemplative melody.) - Road to Hell (YT link) - Satiate - strings version (YT link. This one's IMHO versatile enough both for tension-building and mild horror.) - Satiate - percussion version (YT link. This one's IMHO better purely as a tension-building theme.) - Scissors (YT link. This would be an excellent theme for a mission set at a factory, inventor's workshop or a warehouse.) - Shores of Avalon (YT link. Quieter tension-builder.) - Simplex (YT link. A pretty good one, though some of the quieter beats are a bit more electronic.) - Spacial Harvest (YT link. This one's IMHO versatile enough both for tension-building and mild horror.) - Spring Thaw (YT link) - Stay the Course (YT link) - Sunset at Glengorm (YT link and YT remastered link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Temple of the Manes (YT link. I'd imagine this could work in an atmospheric mission set inside a castle or fortified manor house.) - Tempting Secrets (YT link) - Tenebrous Brothers Carnival - Intermission (YT link. Tense but melodic theme, with some heavy background percussions.) - The North (YT link) - Thunder Dreams (YT link) - Tranquility (YT link. A longer and very calm ambient theme, but has an air of mystery and strangeness.) - Unanswered Questions (YT link) - Unnatural Situation (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness.) - Unpromised (YT link. Can work both in an urban and a rural/wilderness environment.) - Very Low Note (YT link. This one's IMHO versatile enough both for tension-building and mild creepiness, would be ideal for a cave or basement.) - Winter Reflections (YT link. Good for a mission set during a snowed-in winter night.) Period instrument background music (stylistically European) Types of settings: Taverns, village scenes, town life, feasts, scenes among commoners or nobles. Mostly stuff with a calm and cosy atmosphere. - Achaidh Cheide (YT link) - Angevin B (YT link. This one sounds a bit more aristocratic or courtly, good for a feast or public event.) - Danse Macabre - harp version - Errigal (YT link. This one sounds a bit more aristocratic or courtly, but it's a good secular piece of music.) - Evening Fall - harp (YT link) - Folk Round (YT link) - Heavy Interlude (YT link. Short but really cool, IMHO could also work for a background scene of two AI characters sparring for fun.) - Master of the Feast (YT link. Good for a scene with at least two or three musicians and multiple noble/patrician characters attending a feast.) - Minstrel Guild (YT link) - Midnight Tale (YT link) - Old Road (YT link) - Pale Rider (YT link) - Pippin the Hunchback (YT link) - Suonatore di Liuto (YT link) - Teller of the Tales (YT link) North African, Middle Eastern and other "exotic" background music Types of settings: The TDM universe's analogues of the Mediterranean, North African, Middle Eastern regions, and other "exotic" locations. - Asian Drums (YT link. Could work for a Middle Eastern or North African style mission, good slow, tension-building ambient theme.) - Cambodian Odyssey (YT link. This is better suited to a south Asian or southeast Asian setting, but could work in a Middle Eastern locale as well. Tense theme, quiet percussions.) - Desert City (YT link. Could work for a Middle Eastern or North African style mission, good all-around urban ambient theme.) - Drums of the Deep (YT link (shorter) and YT link (longer). Could work for a Middle Eastern or North African style mission, good tension-building ambient theme.) - East of Tunesia (YT link. Could work in a mission with either a Mediterranean or North African style environment, e.g. a port city.) - Ibn Al-Noor (YT link. Good for a Middle Eastern or North African style mission, especially for a palace or public event environment.) - Lotus (YT link. Good as a general ambient theme for a Middle Eastern or North African style mission, or some other exotic locale.) - Mystery Bazaar (YT link. Another good one for a Middle Eastern or North African style mission, ideally some marketplace or square.) - Perigrine Grandeur (YT link. Middle Eastern style percussions interspersed with a grunge-like tune reminescent of those from Thief.) - Tabuk (YT link. Slow, but slightly more dramatic theme for a Middle Eastern or North African style environment.) - Tenebrous Brothers Carnival - Snake Lady (YT link. Has a Middle Eastern feel to it, very good for building suspense and tension.) Wilderness / nature ambients Types of settings: Outdoor areas with groves, forests, rivers, small lakes, mountain valleys, caves. Potentially also some Pagan villages and camps. - Black Bird (YT link. Tribal type stuff.) - Dewdrop Fantasy (YT link and YT link) - Evening Fall - harp (YT link) - Firesong (YT link. Tribal type stuff.) - Healing (YT link. I think this one could also work in an urban environment.) - Heavy Heart (YT link. Also works as a general ambient theme.) - Intuit (YT link. Tribal type stuff.) - Kalimba Relaxation Music (YT link. Maybe could work in a cave or similar environment ?) - Magic Forest (YT link) - Moorland (YT link. Could work for an isolated Pagan tribe village.) - River Flute (YT link) - Shamanistic (YT link) - Spirit of the Girl (YT link) - Thunderbird (YT link) - The North (YT link. A very short but looping theme, IMHO also works as a general ambient theme.) - The Pyre (YT link) - The Sky of Our Ancestors (YT link) - Unpromised (YT link) - Very Low Note (YT link. IMHO very good for a cave or cave system.) - Virtutes Instrumenti (YT link, FMA link) - Willow and the Light (YT link) - Winter Reflections (YT link. Good for a mission set in winter or in some cavern strewn with magic crystals.) Non-serious bonus suggestion - Crunk Knight (YT link, FMA link. When the Bridgeport City Watch throw an annual office party :-))) ) Giving MacLeod proper attribution if you chose to use this music in your mission Each song comes with an attribution quote that you need to include if you're going to use any of this music in your fan mission. If there is a final credits sequence in your mission, or you can include this quote at least as part of the mission's release notes, please do so. Though you can buy a license from Kevin and don't need to use attribution, all of this music is for free, as long as you give him credit. The credit-giving (attribution) is as follows: Name of Song Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/ Replace "Name of Song" with the actual name of the song, keep the rest of the quote in this format and include it in your "free music used" credits for your mission, and you're golden. How to download one of the MacLeod tracks if you can't find them on any website outside of YouTube On the off-chance that you can't find one of MacLeod's tracks on any royalty-free music website outside of YouTube, there is one way to download the track/song you're after straight off of its YouTube upload. (Ideally, off of the official MacLeod track uploads on YouTube. Those tend to have the highest audio quality, and so on.) First, visit this GitHub link for YT-dlp, scroll down to the "RELEASE FILES" section and download the yt-dlp.exe, the one for Windows. That'll be enough for the needs of downloading the track. (You can, of course, also try the other two downloads, but be warned the one that is also good for Linux is just a zip of the build and requires Python. The other one is tailored for Mac OS. Use these if you're not on Windows.) Create a new folder on one of your main disks, e.g. on C:, to keep things simple, and name the folder "ytdlp", lowercase (again, to keep things simple). Download YT-dlp.exe into this new folder. Once that's done, you've already "installed" this simple utility. What remains is installing a custom ffmpeg codec build for YT-dlp, to aid conversion into certain audio formats. Go to this GitHub link, download the "win64-gpl" variant of the ffmpeg, into the same folder as the yt-dlp.exe. The win64-gpl is a .zip, so use 7zip, or any similar .zip software you use, and unzip the ffmpeg.exe file into the same folder as the YT-dlp.exe. (For example, the folder is C:/ytdlp. You should have both the yt-dlp.exe and the ffmpeg.exe in that folder.) You only need that one ffmpeg.exe file, in addition to the yt-dlp.exe file. Almost done. Click the Start button in your Windows, type in envir, then click "Edit the system environment variables". Click environment variables" (a button at the bottom right). Then double-click Path on the top white section. A window will open up. Add the following line, type it in. C:\ytdlp. Click OK to close the window, then OK again to close the window, and click OK one final time to close a window. You now have the YT-dlp utility installed and it will download audio files (including music) from YT, into the "C:\ytdlp" folder, where you also have the "yt-dlp.exe" file and the win64-glp "ffmpeg.exe" file. Now you need to download the audio of the track. You'll do that more indirectly, via the Command Prompt of your Windows OS. Here's how you do it: 1.) Open the Launch menu of Windows, type in cmd in the search bit of Launch, click the Command Prompt that shows up. You'll get the classic black-background, white-text Command Prompt window. 2.) Type in cd \ytdlp, press Enter. The "cd" is not a compact disc, but the command shortcut "change directory". This will tell the Command Prompt we're working with the aforementioned "C:\ytdlp" folder. 3.) Now comes the fun part. Type in the following: yt-dlp -x -f bestaudio --extract-audio --audio-format mp3 --audio-quality 320k "https://www.youtube.com/watch?v=restofyoutubelink". Then press Enter, and the track should be downloaded in mp3 format, and in 320k quality. You can also set the quality to 0, whatever you like. I have not tried to experiment with downloading into .ogg file format, but other common audio formats should work too. (At worst, you can download a track as an mp3, then convert it into .ogg with any decent offline audio converter software.) You aldo don't have to type in the YouTube link entirely by hand, because you can copy the YouTube link of the video in your browser, and then use the CTRL + "paste" key combination to copy the link into the space between the parentheses. 4.) Visit the "C:\ytdlp" folder and you should find the MacLeod audio track you couldn't find anywhere else but on YouTube to be present in the folder. If you ever need to update yt-dlp, type in yt-dlp -U into the command prompt, press Enter, and it'll update itself in a few seconds. The occassional update might be needed if the utility is having trouble downloading and converting audio. Of course, even if you download a particular MacLeod track in this manner (mainly because you couldn't find it elsewhere), please credit Mr. MacLeod for his work, just as you would if you've downloaded it from one of the royalty-free music sites. Please see the official template on how to credit MacLeod's royalty-free track, provided by MacLeod himself, which I quote earlier in this post ("Giving MacLeod proper attribution..."). Final note from me If you've found some other good tracks in Kevin's musical archives that could fit the tone of The Dark Mod and its setting and would like to include them in this list, please let me know and I'll update this post. Don't send me a personal message, just post your suggestion in this thread. Thank you ! I sincerely hope these lists will be of at least some use to mission builders. Good luck ! If you want to seek out non-MacLeod royalty-free music and public domain music, I've started a thread for that as well. Not too many download links yet, but it's meant to give you inspiration what sort of ambients or period music you could search for.
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- incompetech.com
- kevin macleod
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Contributions downloads are at http://fidcal.com/DarkMod/index.htm Note that there is no dedicated beautiful sortable webpage list. I don't have time and also this means less delays. Just browse the folders and click on readmes and images and grab any zips. If anyone submits anything I can just upload it in a few minutes. ~~~~~~~~~~~~~~ If you wish to offer coding, modelling, or any other kind of help got to the I want to help forum for discussion. If you have any extensive assets you wish to discuss also you can go to the I want to help forum. If you simply want to share an FM, prefab(s), textures, whatever then post details in this thread (there are other websites for FMs too.) Generally these need to be zipped up with a description.txt plain text file and optionally an image, and uploaded somewhere I can get them such as a fileshare website like rapidshare. Any problem with that and if you have ftp I can arrange a direct upload to a private temporary folder on my website. All submissions to this thread should be accompanied by a short description summary to go on the download page and optionally a picture(s). Such submissions will be placed on my website download page (wip) at fidcal.com. Anything suspect for any reason I reserve the right to delete. I accept no liability for downtime or even no-continuance of the download section or even the entire website for any reason. Downloaders: I accept no liability if you download anything you'd rather not: download at your own risk. Oh yes, and I am not responsible for global warming, economic depression, you name it; I'm not responsible. From there, any mappers can download what they want. The Dark Mod Team may or may not assess some items for inclusion in future Dark Mod updates. FMs may be assessed for inclusion on the Dark Mod website. Anyone feel free to mirror the download folder. Any suggestions post in this thread too.
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The reason why I decreased it is not the door control, but the hold-type grabber. If there is a big delay and the player rotates the view, the object will attach very late. In the long-term, I would like to address this by slowly moving the grabber object to the center of the screen, but for now, that is the situation we are in. If a door remained closed on pseudo-long-frob, that can only mean that you used tdm_door_control 1, which is experimental and definitely not finished. With both other modes, the door should open at least slightly. The 1s hold-time you are citing is wildly exaggerated. If at all, you can only be talking about controller inputs, but even there a long-press is usually significantly shorter than 1s. And we are not talking about a controller here, but a mouse. According to this post on stack-overflow, which also cites a paper that I sadly cannot access, the average mouseclick lasts 85 ms with an upper bound of 135 ms. This is well within the default value of 200 ms. If you actually have problems with the current delay, just increase it. If many players show up with issues in this regard, I will gladly increase the delay back to 300 ms again. The door mechanic does still have a few quirks. That's what the beta is for. One of them was fixed, see above, another one was found in Welli's and Amadeus' FM and I will fix it tonight. To be frank, if you fail to aim at something as huge as a door, the error lies not in the programming. Just kidding! I just adopted the existing control scheme for unshouldering bodies. You suggestion might be something we could consider for 2.15.
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Painter's Wife has the feel of the classic citiy missions of the original Thiefs and their city FMs for me. Dunno if the OP meant that, but, that's how it is for me. Other FMs I would name in that regard: Talbot Return to the City, and Penny Dreadful 2 and 3. I think Painter's Wife comes closest to those huge classic city style FMs from the original Thief games.
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Fan Mission: Displacement By Amadeus & WellingtonCrab (02/01/26)
Lzocast replied to Wellingtoncrab's topic in Fan Missions
The tagline for this Fan Mission, as a player, should be, "Rabbit Hole". By this I mean if you are someone who is easily distracted/sidetracked by discovering a new path, or door, or spotting a likely ledge or window, then this FM is either a dream or a nightmare depending on if you enjoy getting (purposefully) lost or not. Explicit objectives are sparse, but the FM forces you to visit each major 'zone' of the map due to the lack of picks to get you through doors and a lot of the one way latches that featured in 'The lieutenant'. There are also a lot of alternate routes and side areas you can visit, though again, there are no actual boxes to tick by going there. As a showcase of what Dark Mod FMs can do these days it is very impressive, with some outright gorgeous areas and interiors. My only criticism there would be the metal shutters. While DM is generally a steampunk setting, and no stranger to the mechanical, these seems a bit too... modern day industrial, of that makes sense? Spoiler territory: ^ If anyone spotted anything else feel free to shout it out. To the creators, I do have a couple questions if you'll indulge me: Final thoughts; having so many of the clues be things you actually had to read in-game rather than the usual frob-the-note affair threw me for longer than I care to admit but was very cool. Having the mission be set at twilight instead of out and out nighttime was also an interesting challenge. Bug report: - Few paintings in the historical museum floating away from the wall. - Memory error on Linux that seems to affect larger FMs with many actors on 2.13 still present. Several game crashes and one complete Desktop Environment crash that closed my session entirely and booted me back to GDM login screen. Specs: AMD Ryzen 7 9700X CPU, AMD ATI Radeon RX 7800 X GPU, 32GB RAM, Ubuntu 24.04 -
Placing two pk4s in the same directory with different names does not work like that. You can however download v2 from google drive into a a different directory in your fms folder and you will be able to select either from the mission selection screen. Prior revisions of the pk4s are stored on google drive.
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Fan Mission: Displacement By Amadeus & WellingtonCrab (02/01/26)
Bergante replied to Wellingtoncrab's topic in Fan Missions
but the download of V2 (and adding into fms is overwriting V1 - so one can´t play saves from V1 and has to start anew) would have been nice to have a different name like " displace-v2.pk4 " so one could compare what´s been fixed <-> what not just now if been in the mood to go on ---- but not to start again -
There are two ways to override cvars in a mission: mission.cfg file can set non-archived cvars (starting with 2.12). sys.setcvar in game script can override cvars (starting with 2.13 / dev17044-10746). Of course, there has never been any effort to classify cvars into public and private, no thinking of backwards compatibility of relying on cvars, etc. So overriding cvars should be considered a last resort feature. mission.cfg allows to statically override cvars on FM level. The change takes effect during all missions in a campaign and all briefings/debriefings/menus. However, you cannot adjust cvar value during gameplay, so only one constant literal value can be set. The implementation is simple: mission.cfg file is executed from your mission when TDM engine starts all non-archived cvars are reset to their defaults when TDM engine restarts (due to FM change) sys.setcvar allows to override cvars on gameplay level. These overrides behave like the variables in game scripts, i.e. they are saved/restored to savefile and reset on game start/end. You can adjust the same cvar several times with different values, and savefile will capture the override that is currently active. The minor downside is that these overrides automatically don't carry over between missions in campaign, and they cannot work in briefings/debriefings/menus. Note that sys.setcvar has been available for a long time already, but previously it had different meaning. Previously it set the cvar as if the player set it himself. So the values stuck between restarts, missions, FMs (even saved to darkmod.cfg for archived cvar). Now it always sets the "mission override" for cvar. You can test cvar mission overrides manually using two new console commands: setm {cvarname} {newvalue} --- set mission override for the cvar with given value unsetm {cvarname} --- drop mission override for the cvar It is not perfectly obvious what should happen if mission-overridden cvar is changed by user. Right now the main value of cvar is changed and mission override is broken/erased in this case. So be wary that user can mess with your overrides just like you can mess with his cvars. See also: 5453
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@STiFUIm glad to see this is back on the menu! Looks really nice. A neutral grey or a very subtle "golden" hue for all frobable objects is the way to go. Colored shaders can get messy with different lighting scenarios, different loot object colors, always fighting players preferences, ect. Also object specific frob colors will open up a brand new communication channel that wasnt there before. Its just messy imo. I did some early prototypes for colors a long time ago, might be in the dev forums somewhere actually. Anyways, great to see it getting worked on. Thanks for doing it.
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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? -
Mod that polishes several sound aspects that affect the gameplay. 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" Almost one year later since 2.13, 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. So instead of letting it rot, I've made the early attempts to achieve this overhaul into a mod. The scope has widened a bit, since I decided to tackle annoying things such as alert 3 & 4 duration or sound propagation for blackjack/sword impact stims. Repository to report issues: https://codeberg.org/SilverKeeper/tdm-sound-polish Installation Latest release: https://codeberg.org/SilverKeeper/tdm-sound-polish/releases/download/v1.0/Sound Polish Mod v1.0.7z The mod comes in three versions: x_sound_polish_mod.pk4 is the main version, using TDM Core sounds but with handpicked improved files from other soundpacks. Read the changelog for a detailed listing. x_sound_polish_mod_VoltaFootstepMod.pk4 has the handpicked files from the main version + footstep sounds from Kingsal's "Volta" series, both for the player and humanoid AI. x_sound_polish_mod_ThiefierSoundsByGin.pk4 has the handpicked files from the main version + the footstep sounds from Gin's "Thiefier Sounds" soundpack, both for the player and humanoid AI. Copy one of those to TDM root folder. Additionally, you can copy autocommands.cfg or my personal autocommands_full.cfg and rename it as autocommands.cfg. Look at Gameplay and TDM settings for a brief explanation. The `_Docs` folder has detailed documentation on my definition changes, final footstep propagation values (based on TDM Core `tdm_propagated_sounds.def` propagation values) and a list of FMs with custom footstep sounds to keep track of potential incompatibilities. Overview Footsteps .sndshd files for humanoid and player footsteps were a complete mess. They were mixed between 3 files when they should've been properly categorized in 2, materials shared one shader for the AI and the player, and in rare cases they outright played the wrong sound files (player carpet footsteps were "placeholders" currently used as AI barefoot footsteps). This has been the hardest part of the mod and hopefully it serves as template for TDM Core files. Both the player and AI (but particularly the player) are too quiet when they walk. The player barely hears their own footsteps, but the AI reacts strongly to them. Material sound shader values have been balanced according to the sound propagation transmitted to the AI. Jumping shaders are the loudest and speed shaders decrease the volume from there the slower you move. AI shaders start being audible too late for them to serve as a warning; their `maxDistance` has been increased. Monsters were also too stealthy, specially spiders (and particularly the small spiders). Sound files themselves had room for improvement, too. Some files needed amplifying (without clipping, of course) to have more leeway with sound shader volumes. Others were disabled/pitch-modified/replaced. In particular, AI had some weak-sounding footstep sounds. Pitch-modified variants of the player footsteps have replaced the worst AI footstep sounds. Alternative versions with "Volta footsteps mod" by Kingsal and "Thiefier Sounds" by Gin have also been created. Sound propagation and AI While TDM AI reacts to sound reasonably well, the base volume of the player's walk and creep sound propagation shaders is a bit too high, triggering alert 2 too easily. Those have been decreased for a more enjoyable gameplay. Thief featured a bait mechanic in the form of stims triggered by slamming your blackjack or sword against objects. This was nerfed in Deadly Shadows; now even walls played impact sounds, but AI was deaf to them. Currently, TDM has the potential to bring the mechanic back, but it's undercooked. All materials play the same sound propagation shader, so AI only hears you bashing wood, regardless of the material... And even that does absolutely nothing to the alert level. I've improvised material-specific shaders for both the blackjack and the sword. There seems to be a problem with value modifiers for the weapon entities... I can't take advantage of the feature. Alert 3 & 4 have insane duration and fuzzyness values. AI takes forever to go back to alert 2; duration gets... multiplied? randomly by, at most, the fuzzyness value or any number below that. Those values have been decreased for a reasonable fail state, so players don't normalize quicksaving when they get caught. Stationary AIs should play their barks frequently so you can point them out by ear before stumbling upon them. TDM Core intervals are too wide... Now barks and snores will occur more frequently. Gameplay and TDM settings Frob distance for pickpocketting has a shorter distance than other actions in TDM. While in principiple this should make pickpocketting more "tense", the bump mechanic gets in the way here. Being caught because you miscalculated the timeframe before the AI would turn around is one thing; being caught because you bumped your head into their back from forward-leaning in another. Now frob distance of objects carried by AI is more consistent with the rest of TDM and closer to Thief. Several aspects of the movement are rather uncomfortable. Headbobbing is nauseating, footstep rate is very exaggerated and running speed feels slow. An autocommand.cfg file has been provided for this, as well as a complete autocommand_full.cfg with my personal settings for TDM. While the increased running speed shouldn't break anything, it is an opionated value from two FM authors and might not be balanced for the rest of TDM FMs. Credits & thanks Daft Mugi and WellingtonCrab for carrying the brief but powerful efforts to start cleaning this up, and for creating the Player Footstep Sounds Test Map. Daft Mugi in particular for sharing the tuned player sound propagation values and the pickpocketting frob distance overrides. WellingtonCrab in particular for helping with AI alert 3 & 4 values and mentioning their overrides for AI barks used in their FMs. Ujtudor for their "Collection of adjusted sounds". Kingsal for their "Volta footsteps mod". SeriousToni for their "Alternative Footstep Sound Package" mod. Gin for their "Thiefier Sounds" mod. 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).
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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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