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How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
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Following the discussion of the Released and Upcoming thread Fidcal and I came up with some ideas how we could save abandoned labours of love. We came up with the following for contributing and adopting unfinished work maintained in this thread: How to contribute? If for any reason you decide to quit working on a map, map parts, etc. please consider contributing your abandoned work to the community! Proof of concepts and appealing results from "just playing around" alike may be interesting for other people to pick up. To do so just send a private message to a team member (preferably a mission manager like nbohr1more) with all relevant information about your work so far (see format below) and a link where it can be downloaded. Please do not post any download links in this thread. Your work will be archived on one of the Team's TDM servers. FM's (WIP) Name: ... Former author(s): ... Current author(s): (If any) Status: (free for adoption / in work) Due Date: (the next date I expect a new WIP version and progress report) Type: (Mansion, City, Crypt, Wilderness, ...) Theme: (Gold Heist, Horror, Story Focused, Inventors, ...) Progress: (Geometry, Details, AI, Gameplay, ... in some rough percentage) Informations: (anything the authors like to share about the work so far) How to adopt? Send a PM to a team member (ideally a mission manager). If you have already released an FM for TDM then most likely adoption will be granted. If you have never released an FM it'll be less likely.. If you did release FM's for Thief or a mod for any other game please send details that help us to decide. If you're the original author you can always pick up your committed work again as long as it is still (or again) "free for adoption". What do we expect from authors who did adopt assets? All former authors must be given credit upon release. You may like to use the unfinished assets the way you like: use parts in your own map or continue finishing the abandoned map. We and the former authors have to trust anyone given responsibility of the assets of a possibly already superb unfinished map. We all know that it sometimes happens that people cannot continue a work for various reasons (if so, please PM the team member), lose interest or in the worst case just disappear! In this case, or if we try to contact you for a status update and do not hear from you in a reasonable amount of time, we will offer the map again for adoption to someone else who might want to finish the FM. We hope to see some great unfinished works being worked on again and completed. So, fellow authors ... contribute your unfinished work List of Abandoned Works _________________________________________ Please check the wiki for details of abandoned work free for adoption and adopted maps: https://wiki.thedarkmod.com/index.php?title=Abandoned_Works
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I kind of miss our old status-bar on the right, where you could casually share what's on your mind or what is happening in your life right now. So, I figured, let's just start a thread for that. Let's get this started...
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roof work (leaky shit...) some garden work what i can manage. and currently trying to get my chainsaw running again (dies when i give it gas so probably needs a cleaning of the carburator). gaming not so much atm atleast. been toying a bit with my retro gamer to see which games from my collection will run on it (quite a few actually). it is kinda weird to game on as you start to notice all the little tweaks you had to do back in those days to get it to be enjoyable . busy month and i been feeling a bit under the weather lately (tired as all hell). also been raining like crazy here the last 4 days so everything is soaking wet. first frost came yesterday night but daytime temperatures are still in the double digits so... started reading some good books to pass time (been a while since i last did that).
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"Out of all the districts in Bridgeport, the Pagan Quarter is probably the second worst... it's certainly the last place I'd want to live. Sadly, I don't have a choice in the matter." It's with great pleasure that I present my third Dark Mod FM, "The Maybury Idol, Part 1: A Trip to the Museum" https://www.thedarkmod.com/missiondetails/?internalName=maybury1 This is the first in a planned 4-part series which is largely already plotted out to conclusion, and I'm planning to get started on Part 2 soon. Compared to the last FM I submitted, this one is a lot more linear and story-driven, but it also includes conversations and a mid-mission cutscene... which along with learning some basic scripting has really opened up a lot of possibilities in mission creation, and I'm looking forward to putting the lessons learned here to use in future. I'd like to thank everybody in the Beta Testing thread for ironing out the many, many wrinkles that came up and for offering helping advice in how to patch up the map's shortcomings: @Baal, @Cambridge Spy, @Bikerdude, @wesp5, @Bergante, @Keruah, and @tapewolf I hope you enjoy it.
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On a lighter note (and because my holiday started today, oh yeah!), let's have a new thread for music, that you just enjoy and probably is not so well known...or somehow obscure but does not sound as strange as the songs we report in @STiFU's progessive music thread. Here is one of my new favourites, a similar recording of this track by other artists has been used in an US show broadcasted last year ( @Amadeus: What is the name of the show? )
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It would be nice to have a link to the forum thread of a mission in download section, rather than having to search for it manually, like on Thief Guild.
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Indeed. Although the wiki page links to both. But still
https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod
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I think we should create a thread where you can put requests and suggestions for Orbweaver. This thread should be NOT a discussion thread. If you want to discuss a proposal, create a specific thread for it. I want it to be only for collecting proposals, so we have an overview of what people might want to have. I guess this might also help Orb to decide what he should focus on once he gets productive. BTW: I really appreciate your effort, because we can really use this. So my personal wishlist proposal is that I would like to see a group handler. Similar like in Blender, where you can select several objects and put it in a group. When you select one or more of these groups, the objects are visible. If the group is not selected, it's invisible. In Blender and other 3D apps this is called layers (forgot the name before so I had to look it up).
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...and another Thief-like game: The Citadel Project
wesp5 replied to JackFarmer's topic in Off-Topic
Okay, I had a quick go and if this guy is really going to listen to your feedback, please report this to him: - For me a stealth game with Souls-like saving is a no go. That's almost as worse as Spector's time pressure! - Why do we need to sharpen the sickle already after two or three hits of a supposendly spongy soft tissure? - The push hard to kill move is almost useless, it takes too long and the first push usually does nothing at all. - There is no way to extinguish the small lights like candles and water arrows on enemy torches didn't work. I couldn't finish the demo because of the issues above, and I am missing the patience to try again and again and again! I don't understand why so often in modern games the developers take an old working system and then make something worse out of it: Free Saves? No, let's make them location and object dependent. Steel melee weapons that work forever? No, ours are made from aluminum. Cool kick like in Dark Messiah? No, we need to push long and we also use the same button as normal attacks so mistakes are easy. Extinguish all the light sources like in TDM or Thief? No, lots of small lights can't be doused, because that'll be more fun. No... -
If like me you scour the web looking for inspiration for your next TDM mission then look no further.. Now... talking of images have you guys seen the latest from the master that is DrK from his Rocksbourg4 campaign. We need more dirty texture in TDM me thinks...
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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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Terribly difficult juggling map designing with work, but I'm still alive and chipping away at something very special. I'm actually making a collaboration of sorts with a friend, I make the map itself and he acts as my "Chief Scope Creep Consultant" that checks in every so often to make sure this project isn't getting out of hand. It's a good system!
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Hello I currently tried to update the game to release version 214 but after a, by the way, very slow downloading process of about 15 minutes, I repeatedly get an error message about the hash value, when the game start to install. I tried installing with default settings as well as custom select the release 214. Both tries gives the same error messge. Could someone possibly help me with this ? Is there a way to download the complete installer manually somewhere, and run the installation process offline then ? Further the installer tells that it "was run as admin what is strongly discouraged" even though I didn't started it as admin and can't even stop it from doing so by itself. But that behavior was always like this, as I remember it right, and don't ever seemed to be a problem in the past. Greetings martin
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I am working on improvements I can make to all.lang. The potential scope of work is overwhelmning, so I'm focusing at this time on the Main Menu, particularly Settings. I'd appreciate your review of the workplan, which has 3 main components - 1) commenting-out #str phrases no longer useful 2) adding #str to replace phrases hard-coded in English, in the relevant GUI files. a) in [English] b) in other languages (using AI) 3) For existing Settings #str in the GUI files, that were translated for some languages: do the remaining languages (using AI). I'm excluding this - - strings in *.cpp files - translations into Dutch and Swedish, where almost all strings are untranslated. Each of these is a project in itself, and I'm not up to it currently. Reviewers... My base is the 2.14 all.lang. If you know of 2.15 changes that could affect individual #str, please mention it here Details I have a revised all.lang WIP with the following changes done so far: - Group (1) work in both [English] and all other sections, as summarized and itemized here... - Group (2a), only in [English] so far, as summarized and itemized here... Workplan for Group 3 is WIP.
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ugh finally got my argb splitters. 10 days delivering time cause of all the unrest in shipping. still havent got my usb 3.1 to usb C converter which is expected to be delivered around the 18 this month (ordered it the 30 last month sigh). but atleast my build is complete now. next up will either be a 5900x or 5800x3d so that i can finally enjoy my new gfx card without all the jitters and bops at lower resolutions than 4k (does 4k quite well though). my bedroom is as bright as daylight now when its running in the late hours . also got my boards that suddenly failed to post checked and it was me test PSU that was faulty... newer buying a cheap corsair again sigh. atleast the boards all work fine except one which seems to have problems with the onboard sound (heaviliy distorted). this might have been due to my friend borrowing it for his machine when his board suddenly gave out and he mounted the board without checking the standofs (one was missing so he bolted the board right into the metal where the soundcard chip is located lol).
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https://www.ttlg.com/forums/showthread.php?t=153454&p=2543356&viewfull=1#post2543356 Great reaction from heywood.
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Fan Mission: Displacement By Amadeus & WellingtonCrab (02/01/26)
Arcturus replied to Wellingtoncrab's topic in Fan Missions
"Displacement" works, but now my scripts get overwritten, so they don't work when that mission is installed. I don't know of a way to introduce those scripts without causing any conflicts. Or we can give up on them if they cause more trouble then it's worth. -
Since we have a Random Video of the Day thread, it seems like this is fair. Show us any article you find interesting, or funny, or surprising, or whatever else is out of the ordinary. I'll begin: http://www.dailytech...rticle33998.htm I never imagined people pissing in an elevator. Of all the strange ideas I've had in my life, that was never one of them. Personally, I suspect the thug. ... and this comment cracked me up. "Why in the world would someone pee in an elevator? Also, when the system catches someone, they don't have to call the police. All they have to do is lock the elevator doors, engage the heaters and shaking motors, and get paid ad money on YouTube for the footage. "
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by the great cthulhu christians have invaded the blood of the dawnwalker forums moaning about them being put in a bad light by a game... looking back chritianity was one of the most bloody in human history and they bitch about the game allowing for people to fight back i mean wtf... yes lets have the dark ages back as if we truely need more to bog us down. i think its time we neutered they're access to the internet .
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Well... if I remember correctly, Ctrl+Ins and Shift+Ins were present in DOS, while Ctrl + C and Ctrl + V became widespread in Windows. Somewhat similar to Ctrl + Shift versus Alt + Shift for changing keyboard language. Also, Ctrl+C and Ctrl+V often mean something in Linux terminals, some kind of escape characters, I don't know myself. The point is: they don't work as I expect often. For instance, it did not work for me in pure terminal until I had set it as hotkey in the settings. And even now, some embedded terminals (e.g. in Kate) still don't work as expected. In general, I have a feeling that the only reason some Linux versions support Ctrl+C and Ctrl+V out of the box is to make us poor Windows users feel at home, and not as some traditional option.
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In pursuit of a long-sought secret, the key to life everlasting lies deep within the recesses of an ancient athenaeum. Dragofer, Bikerdude, and I proudly present our FM for the Christmas Connections Contest titled "Written in Stone." Notes - TDM 2.10 Beta 5 or later is REQUIRED to play this mission. However, it is recommended to play using 2.10 Beta 6. You can get the latest version here. - This FM is a sequel to The Elixir. While it is not vital to play that before playing Written in Stone, there are some story connections. - This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines by disabling certain features. - Various areas will look better with shadow maps enabled at the possible expense of performance. - This FM implements the func_peek mechanic, allowing players to peek through any door that has a keyhole on it by leaning forward. PLEASE NOTE: This function has been known to cause crashes for a small number of players in the past, likely due to using the 32-bit version of TDM. At no point in this mission is it required to use the func_peek mechanic; it is purely optional, so feel free not to use it. As an entry in the 2.10 Christmas Connections Contest, the new features and assets used by this FM are: Download Version 1.1 This FM is available for download here: Google Drive Simply place the written.pk4 into your darkmod/fms folder and you're ready to go! Promotional Screenshots (via ThiefGuild) Credits A big thanks goes out to Wellingtoncrab for making a beautiful city map, Narrator for their wonderful voice work, nbohr1more for creating the original story premise as well as a few readables, Goldwell for animating the introduction to our briefing video and Duzenko for making certain glasses work as well as they do! A huge thank you also goes out to our beta testers: Goldwell, Wellingtoncrab, Kingsal, noodles, Krilmar, Garrett(Monolyth-42) ate0ate, and Mike_A. Thank you all very much for your keen eye to detail and great insights! Asset Credits Kingsal's Killer Assets Wellingtoncrab's Wonderful Furniture and Book Skins ***PLAYERS BEWARE*** SPOILERS lurk in the depths below. We strongly recommend playing this FM first so you don't spoil the fun for yourself!
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@stgatilov, here is the sample you requested: Generated po examples.zip The zip contains: "Converting with the all_lang_to_po Program.docx" [draft doc - discusses the current all.lang markups & results] all.lang - latest version of reworked [English] section with markups for .pot/.po gen. That was read by my all_lang_to_po program [working v9] to generate these files: [chunked lines] tdm_main.pot english.po [long lines] - i.e., with "-long" option tdm_main.pot english.po "all_lang_to_po console output.txt" - output for [chucked lines] would be the same, except for -long option. If you read any of the generated files into poedit [free version], then save, the resulting file will differ. This will be looked into further. Be aware of poedit's Settings/Advanced, tho the relationship between those claimed settings and what you actually get is not so clear. The all_lang_to_po program is a work in progress, and not fit to be released yet.
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Hi team, I've come back to the FreeBSD native port that I was working on and have some patches that I would like to upstream. What is the best way to submit patches for consideration? Is there a public tracker/email list, or is it best to post patches somewhere here on the forums? Thanks!
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I actually picked up a cheap i5-9400 PC, and put a cheap RX 560 4GB in it. I would be willing to upgrade the GPU again to some newer, better 75W option, but I don't see anything exciting to me on the market. I'm hoping the segment will get thrown a bone during the next generation. I see some interesting improvements between 6th gen Skylake and 7th gen Kaby Lake, namely the Intel Speed Shift which should allow the clock speeds to ramp up/down faster, and I think MBEC is relevant to some people doing virtualization. Then on the iGPU side, you get improved H.265 support and the first VP9 hardware decode support. VP9 could be helpful but I think the relevance is waning, especially as YouTube usually pushes AV1 even if you have to decode it in software. Keep in mind that even Skylake's HD 530 iGPU is capable of playing Thief (big NewDark missions), The Dark Mod, Skyrim, GTA V, etc. Usually at around 720p low, 30 FPS. From 8th gen to 10th gen, it's all about the increased core/thread counts, slightly higher clocks, higher DDR4 speed support, and the L3 cache scaling up with the cores. Skylake and Kaby Lake may be legendary, but they are stuck at 4c/8t, often 4c/4t. Every 8th gen and up in the i5 tier has at least 6c/6t. I wanted to stop picking up so many quad-cores, so that's why I aimed for at least the 6c/6t i5-8400, and landed on the nearly identical i5-9400.