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This is just an imagination thread. Taff. I've been having some thoughts on why this setting captures my imagination. I think it's that, as parallel worlds go, it feels really intensely like it's in a "lost corner." Between seeming like it's the post-post-apocalypse, or some moment of deep amnesia in a historical period that has been unable to change virtually for eternity, the seemingly endless underground layers, the wildly overbuilt urban infrastructure, monstrously tall townhouses and skyways. Supposedly Bridgeport has colonies, but if Bridgeport has colonies, Bridgeport is an empire. But from everything we know of history, if Bridgeport is an empire, then it has changed recently and will change soon. There's contrast there between parts of the civilization that seem stagnant and parts that have been ripped up and will be ripped up soon if not in the process already. The technology (wireless power) is something we haven't achieved at an urban scale in contemporary times. The most we have is like an electromagnet that charges your toothbrush or your phone virtually at point blank. What accounts for these scientific wonders in a world that is otherwise much more primitive? Archaeological rediscovery of lost scientific advances? Or perhaps the more occultic forces that sometimes make an appearance? Is it possible that the streetlamps are powered by irrational forces like anxiety and terror? Or is there something deep under the earth, something we don't understand, beneath Bridgeport, that the city is able to tap into? Is it local to Bridgeport, or is it worldwide? If it's not worldwide, does Bridgeport's monopoly on it sustain its empire? I have my personal answers to these questions, but mainly, I want to invite you to appreciate the sense that something is wrong with Bridgeport, something is off. It's a lost corner. And it's a mistake, and the people there sometimes feel it, but seemingly the full story of why is either lost or never known.
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I'm making this thread to pick up on JackFarmer's recent status update asking where to go after letting Discord go. For those who might not be aware yet, Discord has the intention to roll out age verification (read: identity verification) for its users through uploading government identification or face scans to vendors like Persona, which is backed by Peter Thiel who can be described as "post-democratic" (PCGamer article from February, Wikipedia on Thiel). The public backlash appears to have delayed their plans for now, but it would appear wise for anyone who would not accept such a policy to make plans in good time for when Discord eventually does follow through. Back in February a small group of mappers and I looked into Discord alternatives and tried out Matrix on a public server. We ran into some technical & user experience issues with Matrix, and ultimately are still mostly on Discord after they walked back their plans and our acute need to migrate went away. I can only imagine that the landscape has improved since then and will continue to do so, and we can make our choice again. Personally I've gotten into selfhosting a couple years ago, so I have a strong bias to something that is open source and can be hosted on a rented virtual server, since I think that's a solution we can trust and control. I run various self-hosted services internally on various Linux devices with a focus on security and networking, and will eventually take over system admin of the TDM server from taaaki, so I think I would be a in a good position to step up to offering our own chat service. The big "if" I see in this plan, however, is the risk of an EU-wide law coming into force that forces all public chat services to verify age, but in that case we could try to see whether we can select a more benign method (like hand gestures) or whether we can shift responsibility to someone outside of EU jurisdiction. A publicly hosted service would also be an attractive option since it could have significant advantages when it comes to availability, performance, cost, bus factor, handling legal requirements etc. But then we are reliant on what that entity does, and the question is whether we can actually find such a public service. Let's start discussing here. Suggestions for, recent releases or significant updates of alternatives to Discord, which route to take, etc.
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============== -= IRIS =- ============== WELLINGTONCRAB TDM v 2.11 REQ Ver. 1.3 *For Maureen* -=- "Carry the light of the Builder, Brother. Unto its end." -Valediction of the Devoted "What year is this? Am I dreaming?" -Plea of the Thief Dear Iris, I am old and broken. When we were young it felt like the words came easily. Now I find the ink has long dried on the pen and I'm as wanting for words as coin in my purse. I can tell we are nearing the end of the tale; time enough for one more job before the curtain call... ============== -Installation- Requires minimum version of TDM 2.13 -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== Russian Language Translations by @kalinovka Mirror #1: yandex.ru Mirror #2: Google Drive ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* *Support TDM by rating missions on Thief Guild: https://www.thiefguild.com/* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL * KLATREMUS - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
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I'm surprised I could find any thread here for chat-GPT. Version 4 is outstanding from all reports I saw and I can't wait to get my hands on. It's not just a chat-bot (though it can discuss anything with you in great depth.) It can grasp the MEANING of sentences and write its own. In future games, you'll be able to talk to NPC's like you would any human. Search for video: Unbelievable AI Breakthrough Interactive AI Characters in a Videogame for the First Time! This demo is outstanding. GPT will be WRITING games! It can write meaningful stories. It can fill in your tax form, prepare your business/wedding speech and discuss its merits with you, and organise your professional work rapidly It can understand humour It can teach! Efficently! Sensibly! Find the Khan Academy video. It can write code/script good enough to frighten a senior programmer who can see it already is as good as junior coders and some seniors. He's afraid because it is certain to take over HIS job in due time, possibly only months away. An AI bomb has been dropped with GPT-4 and many do not yet realise how life-changing it will be - greater even than the advent of the internet. I give it 5 years to change the efficiency of almost everything tenfold, a hundredfold.
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I think there's something here that isn't being mentioned about using forum instead of chat which is when someone wants to ask a simple question or just something random that doesn't need its own thread and cluttering the forum with duplicated questions and stuff like that. I know this could be done by creating a thread called random that one could post anything in it but still. This is why i don't see harm in creating a chat server that can be used side by side with this forum. First you could try XMPP public server instead of creating your own to test how it will work. If things turn out alright then you could go ahead to create your own. I'm pretty sure some of them offer a way to create your own group.
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Interesting. I'd be up for a Matrix "server" (what do they call it instead, spaces/rooms?) I was introduced to Matrix (and Element as its client) from some people in the OpenXcom modding community. It works reasonably well, but yeah you have to be patient especially with first use of it. It's not uncommon at all to miss out on a lot of older messages because they get locked behind encryption and never decrypt. It's still a problem even today, but so long as you get it working and use it somewhat frequently, things work fairly smoothly.
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Ooh how did this thread turn into a retrocomputing thread i dont know why i am so obsessed with pentium D lol The AMD Athlon 64 X2 was released in the same year tho The onky advantage of the Pentium D sticker currently on my PC is that it prevents Altman from asking how much RAM I have and what my RAM utilization is. it's become a worldwide meme now Netburst was memorable , let's commemorate its long staged pipeline + pipeline stall , bad branch prediction, high l1d latency and so on older pentium like pentium pro ? i like how tomasulo algorithm was included in pentium pro or p6 architecture https://stackoverflow.com/a/58370390 found nice writeup and core 2 duo review from very old anandtech article : AnandTech | Intel's Core 2 Extreme & Core 2 Duo: The Empire Strikes Back - Print View (2006) you can see the the evolution from pentium d to core 2 series got some interesting nuggets of info and keyword from there : the first is "Memory Latency: No Integrated Memory Controller Necessary" , L2 shared cache , "wider front end, aggresive prefetcher " Intel wide dynamic execution on core 2 is the main benefit in the fight against AMD at that time " Rather than 3 execution pipes, core CPU's have 4. This allows the Core Architecture to process 4 simultaneous instructions per clock cycle. This reduces the amount of clock cycles needed to execute a program, reducing power consumption as the CPU is at load for less time. With Wide Dynamic Execution comes another feature built into the pipeline called "Macro Fusion". When the instructions are loaded into the decoder, if a common pair of instructions are found in the decode buffer, Macro combines the 2 and sends them down to the Execution stage in a single packet. This doubles the data that is sent allowing 2 instructions to be sent simultaneously. Increasing the amount of data processed per clock cycle." (source from tweaktown). IIRC, did amd only have 3 instruction ? Another fascinating story is that when many DEC Alpha engineers joined AMD to work on Athlon, AMD adopted the EV6 front-side bus protocol, which was directly inspired by DEC. If you look more closely at its structure, it features a separate memory link, peripheral interface, and interconnect between cores. However, this front-side bus seems to have become a point of contention among the cores. It's limited by its speed, and this may affect the maximum throughput. The DEC Alpha 21264 DNA obviously was there HyperTransport and QPI (if I’m not mistaken, Intel hired the engineer who created HyperTransport) emerged later.
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I think that a forum is always better for communication and interaction in is random access structure, not possible this way in social networks wit sequencial structure, where it is easy to loose the theme and you have to scroll up kms to find it. Yes, its mainly for socializing. Forums are dying, despite it is way better and feature rich than a chat, but it was killed by smartphones. In a smartphone the handling of a forum is a toothache, there a chat or social network is easier and more direct. But for an tech support, there exist nthing better than a forum. Respect Markdown, which I like a lot, would be nice to have instead of the BBcode. But here is needed to maintan the automatic insetion of YT videos, because In Markdown it don't exist like in the BBcode.
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aye the host uses a key certificate for encryption which they can then delegate to trusted users. sharing big files is not really a problem on the IRC protocol, back in the day the 0day hackers peddled they're stuff on IRC and it worked quite well i used it quite often when i was still a member of inside3d. but for something like collaborative work a private SVN or GIT server would probably be better.
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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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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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I was just wondering what the reason is of using chat software in the first place. I think it's because the forum software is not user friendly, especially on mobile. Would've been easier if it was just markdown or bbcode based, with buttons. Then you can post faster. This is kind of a different topic (maybe). But for example Forum software Discourse (open source and free when self hosted) also has a chat function build in. So you could use their chat possibly and when the time comes, even start using the forum software. If you specifically want to use choice of client software/apps, then that doesn't work, but personally I find this less important.
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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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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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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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...and another Thief-like game: The Citadel Project
Bikerdude replied to JackFarmer's topic in Off-Topic
I played the demo, the movement for this game needs more work. Its no where near as good as Thief or Tdm, or many other FPS games. -
btw congratz on the blue tsunami to the americans here . now the real work begins.
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Can you go deeper into what you encountered? I found setting up the encyption a little difficult. Although it's optional and maybe it's just me. Also a bunch of the Linux software clients I couldn't get working, but the browser based seemed to work fine.
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Fan Mission: Scroll of Remembrance, by MirceaKitsune (03/11/2020)
chakkman replied to MirceaKitsune's topic in Fan Missions
ThiefGuild has some tags: https://www.thiefguild.com/fanmissions/?advanced_search=&series=&collection=&table=&page=&works=&work_lists=&sort_by=newest&search=&games=5&released_from=all&released_to=all&genre=all&original_games=fms Not sure how complete or accurate those are, after all either the author or users add the tags to the missions. -
the sleeper pc project but not-so-sleeper is done. i want my pc part to be private and want no side window I almost got an old case made in 2008–2009, but after I measured it with a tape measure, the GPU clearance wasn’t good and there weren’t enough ventilation grilles. it's also pretty cramped and the disk cage makes the GPU almost touch the side. There are a few secondhand Cooler Master 690 units and xigmatek midgard, but the secondhand price is quite grand The breathing room beetwen GPU fans and the PSU is quite decent This is what I mean by the “zip-tie abomination” (mounting a 120mm fan to the drive bay). It’s really hard to do that (pict on the left). The fan in the lower drive cage will have to work harder because it has to draw air through the small opening normally used to open the PC case (and also because the front of the case is made of solid plastic, especially the bottom part). Got my old maxtor 40GB ultraATA 133 installed there and sitting on the drive cage but no molex header left because all the case fans use that up and i havent bought the IDE 40pin converter yet. Surprising that it's still working 21 years later (I tested it yesterday, and this old clunker was able to boot up winxp usign gigabyte g31-es2c mobo. No weird clicking or harsh noise but nice loud grinding nouse. it straight out refuse to die). booting the ancient xp : here is the final work : i demoted the rx 6600 to my sist pc. this one is a bit shorter in terms of length, I'm playing video games less and less and i just need a modest GPU for now like 5060 8GB I call this one a dust filter abomination (sorry for the unpolished work , i got limited qty of dust filter) :
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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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Welcome to the Snatcher's Workshop. Come on in, we may have something for you today. Feel free to look around. We trade everything here. --------------------------------------------------------------------------- We realize new ideas and take existing ideas for a spin. For fun. Somewhere in this post you will find a download with mods. Good care was put to make all mods as little intrusive as possible to make them compatible with as many missions as possible. This set of mods will never break your game but some features won't be available in a handful of missions (the reasons are known). Feel free to report here what works and what doesn't. TDM Modpack 5.1 Compatible with The Dark Mod 2.13 or later (2.14 or later recommended) A lightweight, stable, non-intrusive, mission-friendly Modpack for The Dark Mod that includes many enhancements and a new set of tools and abilities for our protagonist: peek through doors, blow and ignite candles, whistle to distract enemies, mark your location, an invisibility-speed combo and more. Mods included in the pack do not alter your game or any of the missions in any relevant way. The pack includes enhancements to the core game and additions that can be used in missions but at the same time respects the vision of the mission creators. It is up to you to make use of any of the new tools and abilities or not. Please note that sometimes authors include in their missions their own versions of core files and as a result, some mods are not available in some missions. All missions will play fine regardless. Release posts: v5 series: v5.0 | v5.1 v4 series: v4.0 | v4.2 | v4.5 | v4.6 v3 series: v3.0 | v3.2 | v3.3 | v3.4 | v3.5 | v3.6 | v3.8 v2 series: v2.0 | v2.2 | v2.4 | v2.5 | v2.6 | v2.7 | v2.8 v1 series: v1.0 | v1.2 | v1.4 | v1.6 | v1.8 What's included in the pack? -:- APP: GENERIC MOD ENABLER -:- Credits: JoneSoft License: Free for unlimited time for Home users and non-profit organizations. Description: A portable, freely distributable Mod enabler/disabler. This application is required to run mods safely and it is included in the pack. At the heart of the Modpack resides JSGME (JoneSoft Generic Mod Enabler), an application that allows players to enable and disable mods with one click. JSGME has been around for more than a decade and it is to be fully trusted. Refer to the install instructions section at the bottom for full details. -:- MOD: CORE ESSENTIALS -:- A pack that includes a variety of mods from the best modders of TDM: ~ FAST DOORS Credits: Idea and programming by Obsttorte. Treatment by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn, The Imperial Sword, Volta 3: Gemcutter and a handful of lesser missions. Description: Being chased? In a rush? No problem: doors open and close faster when running. Topic: Slam doors open while running ~ QUIET DOORS Credits: An idea by SeriousToni (Sneak & Destroy mission). Mod by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn, The Imperial Sword, Volta 3: Gemcutter and a handful of lesser missions. Description: A vast number of doors play more subtle, sneaky sounds for a quieter, stealthier experience. This applies to doors that come with default sounds but only when manipulated by the player. Topic: Decrease volume of open/close door sounds triggered by player ~ LOOT ANIMATIONS Credits: Original idea by Goldwell (Noble Affairs mission). Programming by Obsttorte. Treatment by snatcher and wesp5. Availability: All missions except You Only Fly Thrice and a bunch of missions that come with their own implementation (tdm_frobactions.script). Description: Moves the loot towards the player before putting it in the inventory, underlining the impression of actually taking it. This mod comes with a subtle new loot sound that goes along nicely with the animation. ~ DYNAMIC INVENTORY Credits: snatcher. Availability: All missions. Description: When picking up loot this mod displays the loot info in the inventory and shortly after reverts back to the last non-loot item selected. The mod in addition, remembers the last item selected when shouldering and unshouldering a body. ~ SMART CONTAINERS Credits: Obsttorte (source code updates), Dragofer (similar attempts), snatcher. Availability: All missions. Description: To facilitate looting, the bottom of many containers (chests, jewellery boxes, etc...) gets automatically disabled at the beginning of the mission and only the lid remains frobable. ~ STEALTH MONITOR Credits: kcghost, Dragofer, snatcher. Availability: All missions. Description: Display some stats (Suspicions / Searches / Sightings) and the Stealth Score during a mission. Just bring up the "Loot" inventory icon and press "Use" (or setup a dedicated key). ~ STEALTH ALERT Credits: snatcher. Availability: All missions. Description: Completing a mission without being seen is something that can be done with some practice and patience. This mod will play an alerting chime whenever you are seen so that you don't have to monitor the Stealth stats all the time. ~ BLINKING ITEMS Credits: snatcher. Availability: All missions. Requisites: Console command r_newFrob must be 0, which is the game default. Description: Items within frob distance that go into the inventory (plus static readables) emit a subtle blink. This pulse can help you identify some valuable items that otherwise are difficult to detect. Topic: New Frob Shader ~ SMART OBJECTS Credits: snatcher, Dragofer. Availability: All missions. Description: Display actor and object names whenever you grab an entity with a name. In addition, objects (except AI entities) do not make or propagate sounds on impact while being manipulated. Topics: No impact sounds while holding an object / Nameless objects... a missed opportunity ~ ALT FOOTSTEPS Credits: SeriousToni. Availability: All missions except Hazard Pay, Noble Affairs, Shadows of Northdale ACT I and ACT II, Snowed Inn, Volta 2: Cauldron and a handful of lesser missions. Description: Alternative sounds of walk/run/land footsteps on water and landing sounds on squeaky wood for our protagonist. Topic: New Footstep sounds ~ MISCELLANEOUS Alternative high mantle sound for our protagonist. Removed two anticlimactic player dying sounds Revamped and extended "Mission Complete" audio theme. Standardization of frob distances for some doors. Decreased brightness of the Objectives, the Inventory and stock newspapers. Player weapons are a tad visually visible in the dark (to player only) -:- MOD: PLAYER SKILLS -:- A new "Skills" category is added to the inventory on mission load and the category includes the below abilities: ~ SKILL: PEEK Credits: Dragofer, snatcher, wesp5 Availability: All missions. Description: When the item is selected the player can peek through any regular door. Select the item in the inventory and "Use" it on a door. Topic: Peek through (almost) every door ~ SKILL: BLOW / IGNITE Credits: Dragofer, wesp5, Obsttorte, snatcher. Availability: All missions. Description: When the item is selected the player can blow out and light up candles and oil lamps. Select the item in the inventory and "Use" it on small flame sources. Topic: Extinguish small lights with a blow ~ SKILL: WHISTLE Credits: snatcher. Availability: All missions. Description: When the item is selected the player can whistle and draw the attention of nearby AI. The more you whistle, the more attention it draws. Select the item in the inventory and just "Use" it. Keep a safe distance. ~ SKILL: ALCHEMY Credits: OrbWeaver, MirceaKitsune, datiswous, wesp5, snatcher. Availability: All missions. Description: When the item is selected the player can alter the properties of broadhead arrows by applying different reagents. Select the item in the inventory and "Use" it repeatedly to cycle through the different arrow types. Topic: Alchemy to alter arrow properties? Arrow types: Shadow arrow compound or "Darkdust": Widely believed to be a myth, little to nothing is known about anti-light matter. Where did our protagonist get his formula from? When this substance is subject to strain the particles implode and the residual component absorbs light until it dissipates completely. Flare arrow compound or "Starlight": A recipe based on luminescent mushrooms and other exotic herbs. The resulting powder produces, for limited time, a dim but steady blue-ish glow when mixed with the right reactive. A high concentration of the active mixture can cause a burning sensation to the eyes. ~ SKILL: LOOP Credits: snatcher. Availability: All missions. Description: When the item is selected the player can teleport between two points. You can activate the loop any time and use it to quickly travel back to a safe location, to explore two different areas in parallel or to ambush AI. If the loop fails keep trying, you should be able to get to your destination eventually. If your path forward is blocked you can break the loop by pressing the "use" key for 10 seconds, just make sure you are on the correct side of the loop... ~ SKILL: PENUMBRA Credits: VanishedOne (speed potion), kingsal (invisibility potion), snatcher (alchemy). Availability: All missions. Description: When the item is selected the player can avoid light sources and run faster than usual for limited time. Health consumed will gradually be restored. Penumbra doesn't muffle the noise you make and it doesn't work when in contact with water. THE PATH TO UMBRA: How to become one with the shadows Did you know? You can set key bindings for the skills by clicking on the Modpack banner in the Main screen: -:- MOD: ADVANCED BOW -:- Credits: snatcher. Availability: Most missions (a few missions do things differently but you should never notice). Description: Nock and draw arrows at a faster rate. Extended radius of gas arrow effect. Chance to retrieve rope arrows when missing a shot. -:- MOD: CLASSIC BLACKJACK -:- Credits: Obsttorte, snatcher. Availability: All missions except A House of Locked Secrets. Description: A straightforward approach to blackjacking with new rules and mechanics inspired by the original Thief games. Never miss a KO again! - No indicator required. "Classic Blackjack" rules: Some AI are KO-immune and cannot be KOed: * Undead, creatures... * Guards wearing heavy helmets (to respect TDM vision) * Other: set by mission authors for the plot, in example The rest of AI can be KOed, just aim for the head: * Civilians: Can always be knocked out from any direction * Combatants: Can always be knocked out (including when fleeing) from any direction except when in high alert state (normally in combat mode) As reference, you can find in the Wiki the set of rules of the non-modded TDM: https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay#Blackjacking -:- MOD: FLASH GRENADE -:- Credits: snatcher, kingsal. Availability: All missions except Displacement, Hazard Pay and Moongate Ruckus. Description: Flashbombs are clumsy and loud but as effective as ever. Instead of throwing Flashbombs like a cannonball we now toss them. Instead of exploding on impact Flashbombs now have a fuse. The chances of blinding have been greatly increased. -:- MOD: FRAGILE BOTTLES -:- Credits: Idea by MirceaKitsune, snatcher. Availability: All missions except Displacement (custom bottles but no custom broken fragments) and few items in A Reputation to Uphold and Shadows of Northdale ACT I & ACT II. Description: No stealth game is complete without some good bottle smashing! There are hundreds and hundreds of bottles in our mission catalogue: head to your nearest tavern or kitchen, grab a bottle and throw it to distract AI, extinguish fires... -:- MOD: HEALING BOOST -:- Credits: snatcher. Availability: Most missions (a few missions do things differently but you should never notice). Description: Food and Health Potions provide an extra recovery boost. Here is a table with the new health points (player max health is 100): 24 -> 50: Health potion 06 -> 20: Cheese Wheel 06 -> 10: Fish Mackerel 03 -> 10: Bluefish 03 -> 10: Bread 03 -> 10: Cake 03 -> 10: Cheese Wedge 03 -> 05: Muffin 01 -> 05: Apple 01 -> 05: Pear 01 -> 05: Carrot 01 -> 05: Turnip -:- MOD: INVENTORY PANELS -:- Credits: snatcher. Availability: All missions. Description: More compact. Items can be sorted. Adjust ambient volume, brightness, gamma and saturation directly from the Inventory grid. -:- MOD: LIGHT STONES -:- Credits: Idea by Zerg Rush, snatcher. Availability: All missions. Requisites: Lightgem enabled in Gameplay > General settings. Description: Splits the Light Gem into smaller stones with unique light detection levels. -:- MOD: PREMIUM LANTERN -:- Credits: snatcher. Availability: All missions except Flakebridge Monastery, Hazard pay, Moongate Ruckus, Snowed Inn, Vota 1, 2 & 3. Description: The mod replaces the light of the player lantern with a less intense, forward facing version. In addition, the lantern icon is always displayed when the lantern is on. Also, on and off sounds have been added. -:- MOD: RING HELPER -:- Credits: snatcher. Availability: All missions but the ring is dimmer when using the x-ray glasses or other overlays. Requisites: Frob Helper enabled in Gameplay > General settings. Description: The mod replaces the white dot pointer (Frob Helper) with an advanced ring-shaped aimer. The main difference is that the helper is now available for all objects you can interact with, large or small. Topic: Frob Helper discussion Options in Gameplay > General > Show Frob Helper: Always: Pointer and Ring Hover: Instant Ring Fade In: Ring delayed by one second Fade In Fast: Ring delayed by half second No: Off -:- MOD: SHADOW MARK -:- Credits: snatcher, Obsttorte. Availability: All missions. Description: Our protagonist's lucky deck! When the item is selected the player can drop and throw playing cards to mark a location. Cards can be retrieved. AI will not normally mind a single card lying around but cards can sometimes be noticed. Topic: Find more details in this post -:- MOD: SHOCK MINE -:- Credits: wesp5, snatcher. Availability: All missions. Description: This mod replaces the Flashmines with portable contraptions originally intended to store energy that have been altered to deliver a non-lethal electric shock to those who step on them. Remember: mines can be disarmed with the lockpicks! -:- MOD: SIMPLE SUBTITLES -:- Credits: Geep, stgatilov, snatcher. Availability: All missions. Description: A minimalist, imperfect approach to subtitles (you can set the scope of the subs in the audio settings). Topics: Subtitles - Possibilities Beyond 2.11 / English Subtitles for AI Barks Go to the audio settings and set the scope you prefer: Story: Story only On: Story and general speech (Give it a try!) Off: Disable subtitles Features of the mod: Background replaced with a font outline. Audio source widget replaced with a text transparency based on distance (volume) to the source. Yellow font color for story subs for best contrast, light grey font color for anything else. Non-story subs limited to a single instance, so that players aren't bothered too much with non-relevant subs (barks). --------------------------------------------------------------------------- DOWNLOADS / INSTALL / UNINSTALL So, how do I install and play with all this? Quite easy, but pay attention. I don't want you to break your game so we will be using a "Mod Enabler". A Mod Enabler allows you to enable and disable mods at will, with a few clicks. Before moving forward you must know a couple of things: The moment you enable a mod, previous saves will not work. If you want to load previous saves then you will have to disable the mod. If you play a mission with mods, the saves will only work when that exact set of mods are enabled. This above is important in case you deem your current saves precious. Consider yourself informed. DOWNLOADS You can download the TDM Modpack from Mod DB: INSTALL INSTRUCTIONS Download the zip, unzip it, and move contents to your TDM root folder: Folder "MODS" File "JSGME.exe" Go to your TDM root folder and double click on JSGME.exe (yellow icon). The first time you launch JSGME, it will ask for the "Mods Folder Name". Leave "MODS" and click OK. Now to your left you will find a list of mods available. To your right you will find a list of mods currently enabled. To enable a mod, select a mod on the left, and click on the arrow pointing to the right. To disable a mod, select a mod on the right, and click on the arrow pointing to the left. Go and enable the mods you want: UNINSTALL INSTRUCTIONS Quit the game (to unblock files) Go to your TDM root folder and double click on JSGME.ese (yellow icon) Disable all mods found on the right Close JSGME Delete the following: Folder "MODS" File "JSGME.exe" File "JSGME.ini" --------------------------------------------------------------------------- I hope you enjoy the mods. No coin? then leave a like for pirate's sake!
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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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At this point, I will turn to edit the .po files (and sometimes english.pot), under the trunk's SVN checkin/checkout control. Summary lines about edit sessions, besides in the SVN revision log, I'll post within public notes at: 0006736: Strings framework: consume all.lang directly in UTF-8 Given our new policy, I will not be back-porting these pot/po changes to all.lang or *.lang. So the latter will become stale. The revised all.lang (and all_lang_to_po) have served a good purpose as a one-shot stepping stone to structured .pot/.po files. (For FMs, such a transition is yet to come, and might be helped by all_lang_to_po.) The initial edits will focus on removing errors/warnings detected by poedit. Then follows the bulk of the work, for missing translations.
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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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