https://wiki.thedarkmod.com/index.php?title=Special:NewPages&feed=atom&limit=50&offset=&namespace=0&username=&tagfilter=&size-mode=max&size=0The DarkMod Wiki - New pages [en]2024-03-29T00:01:55ZFrom The DarkMod WikiMediaWiki 1.39.5https://wiki.thedarkmod.com/index.php?title=Who_Watches_the_Watcher%3F_(FM)Who Watches the Watcher? (FM)2024-03-28T18:21:05Z<p>Petike: /* Threats */ typo</p>
<hr />
<div>A fan mission for ''The Dark Mod''.<br />
<br />
== Information ==<br />
<br />
*'''Author:''' [[:Category:Missions by DeTeEff (Fieldmedic)|DeTeEff (Fieldmedic)]]<br />
*'''Type:''' Single Mission<br />
*'''Releases:''' 2022-05-28 (28 May 2022) - latest<br />
*'''Version:''' <br />
*'''Size:''' 86 MB<br />
*'''EFX Reverb:''' Yes<br />
*'''Subtitles:''' Yes<br />
<br />
== Synopsis ==<br />
<br />
''Stalk a man of the [[The City Watch|Watch]].''<br />
<br />
== Series ==<br />
<br />
The FM is an entirely standalone storyline, not part of any series.<br />
<br />
== Theme / "Genre" / Setting ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|City Missions<br />
|-<br />
|}<br />
<br />
== Threats ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|Guards<br />
|-<br />
|-<br />
|Horror themes<br />
|-<br />
|}<br />
<br />
== Links ==<br />
<br />
[https://www.thedarkmod.com/missiondetails/?internalName=wwtw Official Mission List link]<br />
<br />
You can download the mission directly while in game, by using the built-in TDM fan mission downloader.<br />
<br />
Additional DL links:<br />
<br />
* https://missions.thedarkmod.com/wwtw_dad9974088da3af4.pk4<br />
* https://darkmod.taaaki.za.net/fmsv2/wwtw_dad9974088da3af4.pk4<br />
* https://darkmod-alt02.taaaki.za.net/fms/wwtw_dad9974088da3af4.pk4<br />
* https://tdm.frydrych.org/missions/wwtw_dad9974088da3af4.pk4<br />
* http://mirror.mstrmnds.me/missions/wwtw_dad9974088da3af4.pk4<br />
<br />
== Gallery ==<br />
<br />
[https://www.youtube.com/watch?v=p0o-ku0yagQ Preview trailer]<br />
<br />
<gallery><br />
Who Watches the Watcher (FM) promo 1.jpg|Promotional screenshot<br />
Who Watches the Watcher (FM) promo 2.jpg|Promotional screenshot<br />
Who Watches the Watcher (FM) promo 3.jpg|Promotional screenshot<br />
Who Watches the Watcher (FM) promo 4.jpg|Promotional screenshot<br />
Who Watches the Watcher (FM) promo 5.jpg|Promotional screenshot<br />
</gallery><br />
<br />
== Discussions ==<br />
<br />
*[https://forums.thedarkmod.com/index.php?/topic/21434-fan-mission-who-watches-the-watcher-v10-by-deteeff-20220528 TDM forums thread]<br />
<br />
''Beware of potential spoilers !''<br />
<br />
== Lootlists ==<br />
<br />
TBA<br />
<br />
== Walkthroughs ==<br />
<br />
''Spoilers abound !''<br />
<br />
'''Boy Lag'''<br />
*[https://www.youtube.com/watch?v=gHLG-uBLuck Video playthrough Part 1]<br />
*[https://www.youtube.com/watch?v=fWUdvRlW4pI Video playthrough Part 2]<br />
*[https://www.youtube.com/watch?v=e0TEz7QZIB0 Video playthrough Part 3]<br />
*[https://www.youtube.com/watch?v=uFuMcF-G9CQ Video playthrough Part 4]<br />
<br />
'''OneginIII'''<br />
*[https://www.youtube.com/watch?v=MATnv6K-1hE Video playthrough]<br />
<br />
== Trivia ==<br />
<br />
TBA<br />
<br />
== External sites and reviews ==<br />
<br />
*[https://www.thiefguild.com/fanmissions/38329/who-watches-the-watcher Thief Guild.com FM overview and review] <br />
<br />
== See also ==<br />
* [https://www.thedarkmod.com/missions/ Official FMs list]<br />
* [[Fan Missions for The Dark Mod]] - Main article on all of the published fan missions to date, in addition to the official list on the website.<br />
* [[Fan Mission Series]] - An overview of all currently known series or campaigns of fan missions interconnected by their stories or characters. There are already plenty in TDM, and have been since its early days as an expandable game.<br />
* [[Upcoming Fan Missions]] - An overview of Fan Missions in development or tentatively planned. (''Do not'' edit the overview.)<br />
* [[Mission recommendation discussions]] - An overview of past discussions on what FMs the community recommends to players looking for various challenges (difficulty, size, theme, setting, objectives, etc.).<br />
* [[Fan Mission Contests]] - An overview of past and present contests in Fan Mission creation, by members of the TDM community.<br />
<br />
[[Category:Official FMs|Who Watches the Watcher?]]<br />
[[Category:Missions by DeTeEff (Fieldmedic)|Who Watches the Watcher?]]</div>Petikehttps://wiki.thedarkmod.com/index.php?title=By_The_Cookbook_(FM)By The Cookbook (FM)2024-03-28T16:47:52Z<p>Petike: /* Walkthroughs */ update</p>
<hr />
<div>A fan mission for ''The Dark Mod''.<br />
<br />
== Information ==<br />
<br />
*'''Author:''' [[:Category:Missions by Skaruts|Skaruts]]<br />
*'''Type:''' Single Mission<br />
*'''Releases:''' 2024-02-02 (2 February 2024) - latest<br />
*'''Version:''' 2<br />
*'''Size:''' 8 MB<br />
*'''EFX Reverb:''' No<br />
*'''Subtitles:''' No<br />
<br />
== Synopsis ==<br />
<br />
''Steal an awful cook's recipe book, to save your friend's business.''<br />
<br />
== Series ==<br />
<br />
The FM is an entirely standalone storyline, not part of any series.<br />
<br />
== Theme / "Genre" / Setting ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|City Missions<br />
|-<br />
|-<br />
|Outdoors/Forest<br />
|-<br />
|}<br />
<br />
== Threats ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|Guards<br />
|-<br />
|}<br />
<br />
== Links ==<br />
<br />
[https://www.thedarkmod.com/missiondetails/?internalName=sk_cooks Official Mission List link]<br />
<br />
You can download the mission directly while in game, by using the built-in TDM fan mission downloader.<br />
<br />
Additional DL links:<br />
<br />
* https://missions.thedarkmod.com/sk_cooks_727a2f1de65e7a08.pk4<br />
* https://darkmod.taaaki.za.net/fmsv2/sk_cooks_727a2f1de65e7a08.pk4<br />
* https://darkmod-alt02.taaaki.za.net/fms/sk_cooks_727a2f1de65e7a08.pk4<br />
* https://tdm.frydrych.org/missions/sk_cooks_727a2f1de65e7a08.pk4<br />
* http://mirror.mstrmnds.me/missions/sk_cooks_727a2f1de65e7a08.pk4<br />
<br />
== Gallery ==<br />
<br />
[https://www.youtube.com/watch?v=7LHlV9slqHc Preview trailer]<br />
<br />
<gallery><br />
By The Cookbook (FM) title card promo.jpg|Title card<br />
By The Cookbook (FM) promo 1.jpg|Promotional screenshot<br />
By The Cookbook (FM) promo 2.jpg|Promotional screenshot<br />
By The Cookbook (FM) promo 3.jpg|Promotional screenshot<br />
</gallery><br />
<br />
== Discussions ==<br />
<br />
*[https://forums.thedarkmod.com/index.php?/topic/22357-fan-mission-by-the-cookbook/ TDM forums thread]<br />
<br />
''Beware of potential spoilers !''<br />
<br />
== Lootlists ==<br />
<br />
TBA<br />
<br />
== Walkthroughs ==<br />
<br />
''Spoilers abound !''<br />
<br />
'''Boy Lag'''<br />
*[https://www.youtube.com/watch?v=q8VElTt-i-c Video playthrough]<br />
<br />
'''DrLizShawOBE2'''<br />
*[https://www.youtube.com/watch?v=IQ6kulMvxMs Video playthrough] (2.11)<br />
<br />
'''Knockout Thief'''<br />
*[https://www.youtube.com/watch?v=AgEEtByQdKA Video playthrough]<br />
<br />
== Trivia ==<br />
<br />
TBA<br />
<br />
== External sites and reviews ==<br />
<br />
*[https://www.thiefguild.com/fanmissions/62445/by-the-cookbook Thief Guild.com FM overview and review] <br />
<br />
== See also ==<br />
* [https://www.thedarkmod.com/missions/ Official FMs list]<br />
* [[Fan Missions for The Dark Mod]] - Main article on all of the published fan missions to date, in addition to the official list on the website.<br />
* [[Fan Mission Series]] - An overview of all currently known series or campaigns of fan missions interconnected by their stories or characters. There are already plenty in TDM, and have been since its early days as an expandable game.<br />
* [[Upcoming Fan Missions]] - An overview of Fan Missions in development or tentatively planned. (''Do not'' edit the overview.)<br />
* [[Mission recommendation discussions]] - An overview of past discussions on what FMs the community recommends to players looking for various challenges (difficulty, size, theme, setting, objectives, etc.).<br />
* [[Fan Mission Contests]] - An overview of past and present contests in Fan Mission creation, by members of the TDM community.<br />
<br />
[[Category:Official FMs|By The Cookbook]]<br />
[[Category:Missions by Skaruts|By The Cookbook]]</div>Petikehttps://wiki.thedarkmod.com/index.php?title=A_Night_in_Altham_(FM)A Night in Altham (FM)2024-03-28T16:35:52Z<p>Petike: /* Gallery */ typo</p>
<hr />
<div>A fan mission for ''The Dark Mod''.<br />
<br />
== Information ==<br />
<br />
*'''Author:''' [[:Category:Missions by joebarnin|joebarnin]]<br />
*'''Type:''' Single Mission<br />
*'''Releases:''' 2023-12-05 (5 December 2023) - latest<br />
*'''Version:''' 2<br />
*'''Size:''' 441 MB<br />
*'''EFX Reverb:''' Yes <br />
*'''Subtitles:''' Yes<br />
<br />
== Synopsis ==<br />
<br />
''Investigate the disappearance of Bishop Reynald.''<br />
<br />
== Series ==<br />
<br />
The FM is an entirely standalone storyline, not part of any series.<br />
<br />
== Theme / "Genre" / Setting ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|City Missions<br />
|-<br />
|-<br />
|Outdoors/Forest<br />
|-<br />
|}<br />
<br />
== Threats ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|Guards<br />
|-<br />
|}<br />
<br />
== Links ==<br />
<br />
[https://www.thedarkmod.com/missiondetails/?internalName=altham Official Mission List link]<br />
<br />
You can download the mission directly while in game, by using the built-in TDM fan mission downloader.<br />
<br />
Additional DL links:<br />
<br />
* https://missions.thedarkmod.com/altham_72d17f1cc192c363.pk4<br />
* https://darkmod.taaaki.za.net/fmsv2/altham_72d17f1cc192c363.pk4<br />
* https://darkmod-alt02.taaaki.za.net/fms/altham_72d17f1cc192c363.pk4<br />
* https://tdm.frydrych.org/missions/altham_72d17f1cc192c363.pk4<br />
* http://mirror.mstrmnds.me/missions/altham_72d17f1cc192c363.pk4<br />
<br />
== Gallery ==<br />
<br />
[https://www.youtube.com/watch?v=7LHlV9slqHc Preview trailer]<br />
<br />
<gallery><br />
A Night in Altham (FM) title card promo.jpg|Title card<br />
A Night in Altham (FM) promo 1.jpg|Promotional screenshot<br />
</gallery><br />
<br />
== Discussions ==<br />
<br />
*[https://forums.thedarkmod.com/index.php?/topic/22296-fan-mission-a-night-in-altham/ TDM forums thread]<br />
<br />
''Beware of potential spoilers !''<br />
<br />
== Lootlists ==<br />
<br />
TBA<br />
<br />
== Walkthroughs ==<br />
<br />
''Spoilers abound !''<br />
<br />
'''Boy Lag'''<br />
*[https://www.youtube.com/watch?v=xa5JxqcID2I Video playthrough Part 1]<br />
*[https://www.youtube.com/watch?v=Y4leWaFMbng Video playthrough Part 2]<br />
*[https://www.youtube.com/watch?v=DFyubuuMoo0 Video playthrough Part 3]<br />
*[https://www.youtube.com/watch?v=0yYUbKClcz4 Video playthrough Part 4]<br />
*[https://www.youtube.com/watch?v=uHk4oW7MRK4 Video playthrough Part 5]<br />
*[https://www.youtube.com/watch?v=lXJmPXeRD-U Video playthrough Part 6]<br />
*[https://www.youtube.com/watch?v=sk-xi6vfKrc Video playthrough Part 7]<br />
*[https://www.youtube.com/watch?v=pPAFVx2tcH4 Video playthrough Part 8]<br />
<br />
== Trivia ==<br />
<br />
TBA<br />
<br />
== External sites and reviews ==<br />
<br />
*[https://www.thiefguild.com/fanmissions/59022/a-night-in-altham Thief Guild.com FM overview and review] <br />
<br />
== See also ==<br />
* [https://www.thedarkmod.com/missions/ Official FMs list]<br />
* [[Fan Missions for The Dark Mod]] - Main article on all of the published fan missions to date, in addition to the official list on the website.<br />
* [[Fan Mission Series]] - An overview of all currently known series or campaigns of fan missions interconnected by their stories or characters. There are already plenty in TDM, and have been since its early days as an expandable game.<br />
* [[Upcoming Fan Missions]] - An overview of Fan Missions in development or tentatively planned. (''Do not'' edit the overview.)<br />
* [[Mission recommendation discussions]] - An overview of past discussions on what FMs the community recommends to players looking for various challenges (difficulty, size, theme, setting, objectives, etc.).<br />
* [[Fan Mission Contests]] - An overview of past and present contests in Fan Mission creation, by members of the TDM community.<br />
<br />
[[Category:Official FMs|A Night in Altham]]<br />
[[Category:Missions by joebarnin|A Night in Altham]]</div>Petikehttps://wiki.thedarkmod.com/index.php?title=A_Bridge_Too_Far_(FM)A Bridge Too Far (FM)2024-03-28T15:44:49Z<p>Petike: /* Gallery */ typo</p>
<hr />
<div>A fan mission for ''The Dark Mod''.<br />
<br />
== Information ==<br />
<br />
*'''Author:''' [[:Category:Missions by cugzkani|cugzkani]]<br />
*'''Type:''' Single Mission<br />
*'''Releases:''' 2023-09-22 (22 September 2023) - latest<br />
*'''Version:''' 2<br />
*'''Size:''' 6 MB<br />
*'''EFX Reverb:''' No <br />
*'''Subtitles:''' No<br />
<br />
== Synopsis ==<br />
<br />
''In this small-scale mission, you seek to steal the original copy of a book from the boss of a counterfeit crime outfit, which are located on a bridge.''<br />
<br />
== Series ==<br />
<br />
The FM is an entirely standalone storyline, not part of any series.<br />
<br />
== Theme / "Genre" / Setting ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|City Missions<br />
|-<br />
|}<br />
<br />
== Threats ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|Guards<br />
|-<br />
|}<br />
<br />
== Links ==<br />
<br />
[https://www.thedarkmod.com/missiondetails/?internalName=bridge2far Official Mission List link]<br />
<br />
You can download the mission directly while in game, by using the built-in TDM fan mission downloader.<br />
<br />
Additional DL links:<br />
<br />
* https://missions.thedarkmod.com/bridge2far_ec774dc3370673db.pk4<br />
* https://darkmod.taaaki.za.net/fmsv2/bridge2far_ec774dc3370673db.pk4<br />
* https://darkmod-alt02.taaaki.za.net/fms/bridge2far_ec774dc3370673db.pk4<br />
* https://tdm.frydrych.org/missions/bridge2far_ec774dc3370673db.pk4<br />
* http://mirror.mstrmnds.me/missions/bridge2far_ec774dc3370673db.pk4<br />
<br />
== Gallery ==<br />
<br />
[https://www.youtube.com/watch?v=PLhtqyWrTEI Preview trailer]<br />
<br />
<gallery><br />
A Bridge Too Far (FM) title card promo.jpg|Title card<br />
A Bridge Too Far (FM) promo 1.jpg|Promotional screenshot<br />
A Bridge Too Far (FM) promo 2.jpg|Promotional screenshot<br />
A Bridge Too Far (FM) promo 3.jpg|Promotional screenshot<br />
A Bridge Too Far (FM) promo 4.jpg|Promotional screenshot<br />
</gallery><br />
<br />
== Discussions ==<br />
<br />
*[https://forums.thedarkmod.com/index.php?/topic/22220-fan-mission-a-bridge-too-far/ TDM forums thread]<br />
<br />
''Beware of potential spoilers !''<br />
<br />
== Lootlists ==<br />
<br />
TBA<br />
<br />
== Walkthroughs ==<br />
<br />
''Spoilers abound !''<br />
<br />
'''Boy Lag'''<br />
*[https://www.youtube.com/watch?v=5Pdl0reFWPk Video playthrough Part 1]<br />
*[https://www.youtube.com/watch?v=Eto5R_NcyB8 Video playthrough Part 2]<br />
<br />
'''DrLizShawOBE2'''<br />
*[https://www.youtube.com/watch?v=nWa-vTy1WTQ Video playthrough] (2.12)<br />
<br />
'''OneginIII'''<br />
*[https://www.youtube.com/watch?v=H9f91WDn7oA Video playthrough]<br />
<br />
== Trivia ==<br />
<br />
TBA<br />
<br />
== External sites and reviews ==<br />
<br />
*[https://www.thiefguild.com/fanmissions/54914/a-bridge-too-far Thief Guild.com FM overview and review] (N/A yet)<br />
<br />
== See also ==<br />
* [https://www.thedarkmod.com/missions/ Official FMs list]<br />
* [[Fan Missions for The Dark Mod]] - Main article on all of the published fan missions to date, in addition to the official list on the website.<br />
* [[Fan Mission Series]] - An overview of all currently known series or campaigns of fan missions interconnected by their stories or characters. There are already plenty in TDM, and have been since its early days as an expandable game.<br />
* [[Upcoming Fan Missions]] - An overview of Fan Missions in development or tentatively planned. (''Do not'' edit the overview.)<br />
* [[Mission recommendation discussions]] - An overview of past discussions on what FMs the community recommends to players looking for various challenges (difficulty, size, theme, setting, objectives, etc.).<br />
* [[Fan Mission Contests]] - An overview of past and present contests in Fan Mission creation, by members of the TDM community.<br />
<br />
[[Category:Official FMs|A Bridge Too Far]]<br />
[[Category:Missions by cugzkani|A Bridge Too Far]]</div>Petikehttps://wiki.thedarkmod.com/index.php?title=Seeking_Lady_Leicester_(FM)Seeking Lady Leicester (FM)2024-03-28T15:21:31Z<p>Petike: update</p>
<hr />
<div>A fan mission for ''The Dark Mod''.<br />
<br />
== Information ==<br />
<br />
*'''Author:''' [[:Category:Missions by Grayman|Grayman]], [[:Category:Missions by Bikerdude]], [[:Category:Missions by Amadeus|Amadeus]], [[:Category:Missions by Dragofer|Dragofer]], [[:Category:Missions by WellingtonCrab|Wellingtoncrab]]<br />
*'''Type:''' Single Mission<br />
*'''Releases:''' 2023-03-22 (22 March 2023) - latest<br />
*'''Version:''' 3<br />
*'''Size:''' 452 MB<br />
*'''EFX Reverb:''' Yes <br />
*'''Subtitles:''' Yes<br />
<br />
== Synopsis ==<br />
<br />
''Surrounded by greedy noblemen and treacherous siblings, Lady Kamila Leicester gets more than she bargains for after acquiring an ancient tome and performing the dark rituals within.''<br />
<br />
== Series ==<br />
<br />
The FM is an entirely standalone storyline, not part of any series.<br />
<br />
== Theme / "Genre" / Setting ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|Mansion/Estate<br />
|-<br />
|-<br />
|City Missions<br />
|-<br />
|}<br />
<br />
== Threats ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|Guards<br />
|-<br />
|-<br />
|Undead<br />
|-<br />
|-<br />
|Horror themes<br />
|-<br />
|}<br />
<br />
== Links ==<br />
<br />
[https://www.thedarkmod.com/missiondetails/?internalName=seeking Official Mission List link]<br />
<br />
You can download the mission directly while in game, by using the built-in TDM fan mission downloader.<br />
<br />
Additional DL links:<br />
<br />
* https://missions.thedarkmod.com/seeking_55aedef032a839f1.pk4<br />
* https://darkmod.taaaki.za.net/fmsv2/seeking_55aedef032a839f1.pk4<br />
* https://darkmod-alt02.taaaki.za.net/fms/seeking_55aedef032a839f1.pk4<br />
* https://tdm.frydrych.org/missions/seeking_55aedef032a839f1.pk4<br />
* http://mirror.mstrmnds.me/missions/seeking_55aedef032a839f1.pk4<br />
<br />
== Gallery ==<br />
<br />
[https://www.youtube.com/watch?v=ZSTEv49nWE0 Preview teaser]<br />
<br />
[https://www.youtube.com/watch?v=vmApPydPG8I Preview trailer]<br />
<br />
<gallery><br />
Seeking Lady Leicester (FM) title card promo.jpeg|Title card<br />
Seeking Lady Leicester (FM) promo 1.jpg|Promotional screenshot<br />
Seeking Lady Leicester (FM) promo 2.jpg|Promotional screenshot<br />
Seeking Lady Leicester (FM) promo 3.jpg|Promotional screenshot<br />
</gallery><br />
<br />
== Discussions ==<br />
<br />
*[https://forums.thedarkmod.com/index.php?/topic/21799-fan-mission-seeking-lady-leicester-by-grayman-3212023/ TDM forums thread]<br />
<br />
''Beware of potential spoilers !''<br />
<br />
== Lootlists ==<br />
<br />
TBA<br />
<br />
== Walkthroughs ==<br />
<br />
''Spoilers abound !''<br />
<br />
'''Boy Lag'''<br />
*[https://www.youtube.com/watch?v=N6s06IqnMC0 Video playthrough Part 1]<br />
*[https://www.youtube.com/watch?v=90Hoc83yEN4 Video playthrough Part 2]<br />
*[https://www.youtube.com/watch?v=ItRpuevzKt0 Video playthrough Part 3]<br />
*[https://www.youtube.com/watch?v=zzmjq4OLoOk Video playthrough Part 4]<br />
*[https://www.youtube.com/watch?v=l6zWkB6Fqmc Video playthrough Part 5]<br />
*[https://www.youtube.com/watch?v=B_M_jc2O8N4 Video playthrough Part 6]<br />
*[https://www.youtube.com/watch?v=t150vGewQUA Video playthrough Part 7]<br />
<br />
'''FenPhoenix'''<br />
*[https://www.youtube.com/watch?v=HTOEqnp9M7Y Video playthrough Part 1]<br />
*[https://www.youtube.com/watch?v=1nrH188VZ3M Video playthrough Part 2]<br />
*[https://www.youtube.com/watch?v=8ElAomacFHw Video playthrough Part 3]<br />
*[https://www.youtube.com/watch?v=P89HD0vruyM Video playthrough Part 4]<br />
*[https://www.youtube.com/watch?v=VIUJlDGPhAM Video playthrough Part 5]<br />
*[https://www.youtube.com/watch?v=4BgssYVWtGo Video playthrough Part 6]<br />
<br />
'''Frienequarium'''<br />
*[https://www.youtube.com/watch?v=W_6Fh4t26ho Video playthrough]<br />
<br />
'''OneginIII'''<br />
*[https://www.youtube.com/watch?v=7dSgwoXutPY Video playthrough] <br />
*[https://www.youtube.com/watch?v=I6qqK6tKAn0 Video playthrough] (Extras)<br />
<br />
== Trivia ==<br />
<br />
[https://forums.thedarkmod.com/index.php?/topic/20933-we-have-lost-a-member-of-the-tdm-development-team/ In loving memory] of [[:Category:Missions by Grayman|Grayman]].<br />
<br />
== External sites and reviews ==<br />
<br />
*[ Thief Guild.com FM overview and review] (N/A yet)<br />
<br />
== See also ==<br />
* [https://www.thedarkmod.com/missions/ Official FMs list]<br />
* [[Fan Missions for The Dark Mod]] - Main article on all of the published fan missions to date, in addition to the official list on the website.<br />
* [[Fan Mission Series]] - An overview of all currently known series or campaigns of fan missions interconnected by their stories or characters. There are already plenty in TDM, and have been since its early days as an expandable game.<br />
* [[Upcoming Fan Missions]] - An overview of Fan Missions in development or tentatively planned. (''Do not'' edit the overview.)<br />
* [[Mission recommendation discussions]] - An overview of past discussions on what FMs the community recommends to players looking for various challenges (difficulty, size, theme, setting, objectives, etc.).<br />
* [[Fan Mission Contests]] - An overview of past and present contests in Fan Mission creation, by members of the TDM community.<br />
<br />
[[Category:Official FMs|Seeking Lady Leicester]]<br />
[[Category:Missions by Grayman|Seeking Lady Leicester]]<br />
[[Category:Missions by Bikerdude|Seeking Lady Leicester]]<br />
[[Category:Missions by Amadeus|Seeking Lady Leicester]]<br />
[[Category:Missions by Dragofer|Seeking Lady Leicester]]<br />
[[Category:Missions by Wellingtoncrab|Seeking Lady Leicester]]</div>Petikehttps://wiki.thedarkmod.com/index.php?title=The_Black_Mage_(FM)The Black Mage (FM)2024-03-28T14:56:34Z<p>Petike: created new Fan Mission article</p>
<hr />
<div>A fan mission for ''The Dark Mod''.<br />
<br />
== Information ==<br />
<br />
*'''Author:''' [[:Category:Missions by Grayman|Grayman]], [[:Category:Missions by JackFarmer|JackFarmer]]<br />
*'''Type:''' Single Mission<br />
*'''Releases:''' 2021-12-23 (23 December 2021) - latest<br />
*'''Version:''' 4<br />
*'''Size:''' 309 MB<br />
*'''EFX Reverb:''' Yes <br />
*'''Subtitles:''' Yes<br />
<br />
== Synopsis ==<br />
<br />
''Infiltrate a Castle high up in the montains and rescue a poor village boy from the clutches of a Nobleman with a propensity for the dark arts.''<br />
<br />
== Series ==<br />
<br />
The FM is an entirely standalone storyline, not part of any series.<br />
<br />
== Theme / "Genre" / Setting ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|Castle/Fortress<br />
|-<br />
|}<br />
<br />
== Threats ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|Guards<br />
|-<br />
|-<br />
|Horror themes<br />
|-<br />
|}<br />
<br />
== Links ==<br />
<br />
[https://www.thedarkmod.com/missiondetails/?internalName=black_mage Official Mission List link]<br />
<br />
You can download the mission directly while in game, by using the built-in TDM fan mission downloader.<br />
<br />
Additional DL links:<br />
<br />
* https://missions.thedarkmod.com/black_mage_c4e80de124922604.pk4<br />
* https://darkmod.taaaki.za.net/fmsv2/black_mage_c4e80de124922604.pk4<br />
* https://darkmod-alt02.taaaki.za.net/fms/black_mage_c4e80de124922604.pk4<br />
* https://tdm.frydrych.org/missions/black_mage_c4e80de124922604.pk4<br />
* http://mirror.mstrmnds.me/missions/black_mage_c4e80de124922604.pk4<br />
<br />
== Gallery ==<br />
<br />
[https://www.youtube.com/watch?v=H6XTjDdOb0Q Preview trailer]<br />
<br />
[https://www.youtube.com/watch?v=QzR0nlOWLGA Briefing video]<br />
<br />
<gallery><br />
The Black Mage (FM) promo 1.jpg|Promotional screenshot<br />
The Black Mage (FM) promo 2.jpg|Promotional screenshot<br />
The Black Mage (FM) promo 3.jpg|Promotional screenshot<br />
The Black Mage (FM) promo 4.jpg|Promotional screenshot<br />
The Black Mage (FM) promo 5.jpg|Promotional screenshot<br />
</gallery><br />
<br />
== Discussions ==<br />
<br />
*[https://forums.thedarkmod.com/index.php?/topic/21215-the-black-mage-grayman-jackfarmer-friends-december-24th-2021/ TDM forums thread]<br />
<br />
''Beware of potential spoilers !''<br />
<br />
== Lootlists ==<br />
<br />
TBA<br />
<br />
== Walkthroughs ==<br />
<br />
''Spoilers abound !''<br />
<br />
'''Boy Lag'''<br />
*[https://www.youtube.com/watch?v=0FsKZ5o2Wog Video playthrough Part 1]<br />
*[https://www.youtube.com/watch?v=-hW02jsUGSY Video playthrough Part 2]<br />
*[https://www.youtube.com/watch?v=jjkMpoPCqhg Video playthrough Part 3]<br />
*[https://www.youtube.com/watch?v=uIipvpVf2qc Video playthrough Part 4]<br />
*[https://www.youtube.com/watch?v=U4J5g8UgT_Y Video playthrough Part 5]<br />
<br />
'''OneginIII'''<br />
*[https://www.youtube.com/watch?v=_J-ZJSWsPP8 Video playthrough]<br />
<br />
== Trivia ==<br />
<br />
[https://forums.thedarkmod.com/index.php?/topic/20933-we-have-lost-a-member-of-the-tdm-development-team/ In loving memory] of [[:Category:Missions by Grayman|Grayman]].<br />
<br />
== External sites and reviews ==<br />
<br />
*[ Thief Guild.com FM overview and review] (N/A yet)<br />
<br />
== See also ==<br />
* [https://www.thedarkmod.com/missions/ Official FMs list]<br />
* [[Fan Missions for The Dark Mod]] - Main article on all of the published fan missions to date, in addition to the official list on the website.<br />
* [[Fan Mission Series]] - An overview of all currently known series or campaigns of fan missions interconnected by their stories or characters. There are already plenty in TDM, and have been since its early days as an expandable game.<br />
* [[Upcoming Fan Missions]] - An overview of Fan Missions in development or tentatively planned. (''Do not'' edit the overview.)<br />
* [[Mission recommendation discussions]] - An overview of past discussions on what FMs the community recommends to players looking for various challenges (difficulty, size, theme, setting, objectives, etc.).<br />
* [[Fan Mission Contests]] - An overview of past and present contests in Fan Mission creation, by members of the TDM community.<br />
<br />
[[Category:Official FMs|The Black Mage]]<br />
[[Category:Missions by Grayman|The Black Mage]]<br />
[[Category:Missions by JackFarmer|The Black Mage]]</div>Petikehttps://wiki.thedarkmod.com/index.php?title=Deadeye_(FM)Deadeye (FM)2024-03-28T14:40:39Z<p>Petike: /* Synopsis */ typo</p>
<hr />
<div>A fan mission for ''The Dark Mod''.<br />
<br />
== Information ==<br />
<br />
*'''Author:''' [[:Category:Missions by Sotha|Sotha]]<br />
*'''Type:''' Single Mission<br />
*'''Releases:''' 2021-12-31 (31 December 2021) - latest<br />
*'''Version:''' 1<br />
*'''Size:''' 1.8 MB<br />
*'''EFX Reverb:''' Yes <br />
*'''Subtitles:''' No<br />
<br />
== Synopsis ==<br />
<br />
''You have been hired to identify and assassinate a gang leader named Deadeye who has been menacing local merchants.''<br />
<br />
== Series ==<br />
<br />
The FM is an entirely standalone storyline, not part of any series.<br />
<br />
== Theme / "Genre" / Setting ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|City Missions<br />
|-<br />
|}<br />
<br />
== Threats ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|Guards<br />
|-<br />
|}<br />
<br />
== Links ==<br />
<br />
[https://www.thedarkmod.com/missiondetails/?internalName=deadeye Official Mission List link]<br />
<br />
You can download the mission directly while in game, by using the built-in TDM fan mission downloader.<br />
<br />
Additional DL links:<br />
<br />
* https://missions.thedarkmod.com/deadeye_62911f77b0f508b2.pk4<br />
* https://darkmod.taaaki.za.net/fmsv2/deadeye_62911f77b0f508b2.pk4<br />
* https://darkmod-alt02.taaaki.za.net/fms/deadeye_62911f77b0f508b2.pk4<br />
* https://tdm.frydrych.org/missions/deadeye_62911f77b0f508b2.pk4<br />
* http://mirror.mstrmnds.me/missions/deadeye_62911f77b0f508b2.pk4<br />
<br />
== Gallery ==<br />
<br />
[https://www.youtube.com/watch?v=HJXqLcX52cM Preview trailer]<br />
<br />
<gallery><br />
Deadeye (FM) promo 1.jpg|Promotional screenshot<br />
Deadeye (FM) promo 2.jpg|Promotional screenshot<br />
</gallery><br />
<br />
== Discussions ==<br />
<br />
*[https://forums.thedarkmod.com/index.php?/topic/21225-fan-mission-deadeye-by-sotha-20211231/ TDM forums thread]<br />
<br />
''Beware of potential spoilers !''<br />
<br />
== Lootlists ==<br />
<br />
TBA<br />
<br />
== Walkthroughs ==<br />
<br />
''Spoilers abound !''<br />
<br />
'''Big Papa Jay'''<br />
*[https://www.youtube.com/watch?v=FAElt9M6Zx0 Video playthrough]<br />
<br />
'''Boy Lag'''<br />
*[https://www.youtube.com/watch?v=tLp73fkeIkg Video playthrough]<br />
<br />
'''DrLizShawOBE2'''<br />
*[https://www.youtube.com/watch?v=UkZ93V36XgM Video playthrough] (2.09)<br />
<br />
'''Why I Game'''<br />
*[https://www.youtube.com/watch?v=YoTsoZvZz6U Video playthrough]<br />
<br />
== Trivia ==<br />
<br />
TBA<br />
<br />
== External sites and reviews ==<br />
<br />
*[ Thief Guild.com FM overview and review] (N/A yet)<br />
<br />
== See also ==<br />
* [https://www.thedarkmod.com/missions/ Official FMs list]<br />
* [[Fan Missions for The Dark Mod]] - Main article on all of the published fan missions to date, in addition to the official list on the website.<br />
* [[Fan Mission Series]] - An overview of all currently known series or campaigns of fan missions interconnected by their stories or characters. There are already plenty in TDM, and have been since its early days as an expandable game.<br />
* [[Upcoming Fan Missions]] - An overview of Fan Missions in development or tentatively planned. (''Do not'' edit the overview.)<br />
* [[Mission recommendation discussions]] - An overview of past discussions on what FMs the community recommends to players looking for various challenges (difficulty, size, theme, setting, objectives, etc.).<br />
* [[Fan Mission Contests]] - An overview of past and present contests in Fan Mission creation, by members of the TDM community.<br />
<br />
[[Category:Official FMs|Deadeye]]<br />
[[Category:Missions by Sotha|Deadeye]]</div>Petikehttps://wiki.thedarkmod.com/index.php?title=The_Threepenny_Revue_(FM)The Threepenny Revue (FM)2024-03-28T14:15:05Z<p>Petike: /* Gallery */ typo</p>
<hr />
<div>A fan mission for ''The Dark Mod''.<br />
<br />
== Information ==<br />
<br />
*'''Author:''' [[:Category:Missions by Jnon|Jnon]]<br />
*'''Type:''' Single Mission<br />
*'''Releases:''' 2023-10-01 (1 October 2023) - latest<br />
*'''Version:''' 1<br />
*'''Size:''' 21 MB<br />
*'''EFX Reverb:''' No <br />
*'''Subtitles:''' No<br />
<br />
== Synopsis ==<br />
<br />
''Randal Cartier, a local theater owner, thinks himself above paying protection money to the local gangs. You've been hired to prove him wrong.''<br />
<br />
== Series ==<br />
<br />
The FM is an entirely standalone storyline, not part of any series.<br />
<br />
== Theme / "Genre" / Setting ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|City Missions<br />
|-<br />
|}<br />
<br />
== Threats ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|Guards<br />
|-<br />
|}<br />
<br />
== Links ==<br />
<br />
[https://www.thedarkmod.com/missiondetails/?internalName=threepenny Official Mission List link]<br />
<br />
You can download the mission directly while in game, by using the built-in TDM fan mission downloader.<br />
<br />
Additional DL links:<br />
<br />
* https://missions.thedarkmod.com/threepenny_bbb2a5502a8ab68c.pk4<br />
* https://darkmod.taaaki.za.net/fmsv2/threepenny_bbb2a5502a8ab68c.pk4<br />
* https://darkmod-alt02.taaaki.za.net/fms/threepenny_bbb2a5502a8ab68c.pk4<br />
* https://tdm.frydrych.org/missions/threepenny_bbb2a5502a8ab68c.pk4<br />
* http://mirror.mstrmnds.me/missions/threepenny_bbb2a5502a8ab68c.pk4<br />
<br />
== Gallery ==<br />
<br />
[https://www.youtube.com/watch?v=U6UBFVvMjIg Preview trailer]<br />
<br />
[https://www.youtube.com/watch?v=cT1GxHV3lec Briefing video]<br />
<br />
<gallery><br />
The Threepenny Revue (FM) title card promo.jpg|Title card<br />
The Threepenny Revue (FM) promo 1.png|Promotional screenshot<br />
The Threepenny Revue (FM) promo 2.png|Promotional screenshot<br />
The Threepenny Revue (FM) promo 3.png|Promotional screenshot<br />
</gallery><br />
<br />
== Discussions ==<br />
<br />
*[https://forums.thedarkmod.com/index.php?/topic/22229-fan-mission-the-threepenny-revue/ TDM forums thread]<br />
<br />
''Beware of potential spoilers !''<br />
<br />
== Lootlists ==<br />
<br />
TBA<br />
<br />
== Walkthroughs ==<br />
<br />
''Spoilers abound !''<br />
<br />
'''Boy Lag'''<br />
*[https://www.youtube.com/watch?v=chqjGbQpTJE Video playthrough]<br />
<br />
'''DrLizShawOBE2'''<br />
*[https://www.youtube.com/watch?v=NHD1cGMzyP0 Video playthrough] (2.11)<br />
<br />
'''Knockout Thief'''<br />
*[https://www.youtube.com/watch?v=Gna4zMhZ5DY Video playthrough]<br />
<br />
== Trivia ==<br />
<br />
TBA<br />
<br />
== External sites and reviews ==<br />
<br />
*[ Thief Guild.com FM overview and review] (N/A yet)<br />
<br />
== See also ==<br />
* [https://www.thedarkmod.com/missions/ Official FMs list]<br />
* [[Fan Missions for The Dark Mod]] - Main article on all of the published fan missions to date, in addition to the official list on the website.<br />
* [[Fan Mission Series]] - An overview of all currently known series or campaigns of fan missions interconnected by their stories or characters. There are already plenty in TDM, and have been since its early days as an expandable game.<br />
* [[Upcoming Fan Missions]] - An overview of Fan Missions in development or tentatively planned. (''Do not'' edit the overview.)<br />
* [[Mission recommendation discussions]] - An overview of past discussions on what FMs the community recommends to players looking for various challenges (difficulty, size, theme, setting, objectives, etc.).<br />
* [[Fan Mission Contests]] - An overview of past and present contests in Fan Mission creation, by members of the TDM community.<br />
<br />
[[Category:Official FMs|The Threepenny Revue]]<br />
[[Category:Missions by Jnon|The Threepenny Revue]]</div>Petikehttps://wiki.thedarkmod.com/index.php?title=The_Spider_and_The_Finch_(FM)The Spider and The Finch (FM)2024-03-28T13:25:46Z<p>Petike: /* See also */ typo</p>
<hr />
<div>A fan mission for ''The Dark Mod''.<br />
<br />
== Information ==<br />
<br />
*'''Author:''' [[:Category:Missions by Grodenglaive (GrodenVR)|Grodenglaive (GrodenVR)]]<br />
*'''Type:''' Single Mission<br />
*'''Releases:''' 2023-11-18 (18 November 2023) - latest<br />
*'''Version:''' 3<br />
*'''Size:''' 37 MB<br />
*'''EFX Reverb:''' Yes<br />
*'''Subtitles:''' No<br />
<br />
== Synopsis ==<br />
<br />
''My sister has cased Lord Elsevier's island mansion on the river Tyne - there is a good amount of loot to be had. I'm to pick her up by rowboat and leave with the bounty. As often is the case, things don't go exactly to plan.''<br />
<br />
== Series ==<br />
<br />
The FM is an entirely standalone storyline, not part of any series.<br />
<br />
== Theme / "Genre" / Setting ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|Mansion/Estate<br />
|-<br />
|-<br />
|Outdoors/Forest<br />
|-<br />
|}<br />
<br />
== Threats ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|Guards<br />
|-<br />
|-<br />
|Spiders<br />
|-<br />
|}<br />
<br />
== Links ==<br />
<br />
[https://www.thedarkmod.com/missiondetails/?internalName=spiderfinch Official Mission List link]<br />
<br />
You can download the mission directly while in game, by using the built-in TDM fan mission downloader.<br />
<br />
Additional DL links:<br />
<br />
* https://missions.thedarkmod.com/spiderfinch_9435f91c6f7027d6.pk4<br />
* https://darkmod.taaaki.za.net/fmsv2/spiderfinch_9435f91c6f7027d6.pk4<br />
* https://darkmod-alt02.taaaki.za.net/fms/spiderfinch_9435f91c6f7027d6.pk4<br />
* https://tdm.frydrych.org/missions/spiderfinch_9435f91c6f7027d6.pk4<br />
* http://mirror.mstrmnds.me/missions/spiderfinch_9435f91c6f7027d6.pk4<br />
<br />
== Gallery ==<br />
<br />
[https://www.youtube.com/watch?v=6rQURPIVbUw Preview trailer]<br />
<br />
<gallery><br />
The Spider and The Finch (FM) title card promo.jpg|Title card<br />
The Spider and The Finch (FM) promo 1.jpg|Promotional screenshot<br />
The Spider and The Finch (FM) promo 2.jpg|Promotional screenshot<br />
The Spider and The Finch (FM) promo 3.jpg|Promotional screenshot<br />
</gallery><br />
<br />
== Discussions ==<br />
<br />
*[https://forums.thedarkmod.com/index.php?/topic/22275-fan-mission-the-spider-and-the-finch-by-grodenglaive/ TDM forums thread]<br />
<br />
''Beware of potential spoilers !''<br />
<br />
== Lootlists ==<br />
<br />
TBA<br />
<br />
== Walkthroughs ==<br />
<br />
''Spoilers abound !''<br />
<br />
'''Boy Lag'''<br />
*[https://www.youtube.com/watch?v=bvB25KTI-n0 Video playthrough Part 1]<br />
*[https://www.youtube.com/watch?v=XCIgZk0R9TI Video playthrough Part 2]<br />
<br />
'''DrLizShawOBE2'''<br />
*[https://www.youtube.com/watch?v=HrrkrZwn7zc Video playthrough]<br />
https://www.youtube.com/watch?v=NHD1cGMzyP0<br />
<br />
'''Frienequarium'''<br />
*[https://www.youtube.com/watch?v=zdZxy_0XIlM Video playthrough]<br />
<br />
== Trivia ==<br />
<br />
TBA<br />
<br />
== External sites and reviews ==<br />
<br />
*[https://www.thiefguild.com/fanmissions/58035/the-spider-and-the-finch Thief Guild.com FM overview and review]<br />
<br />
== See also ==<br />
* [https://www.thedarkmod.com/missions/ Official FMs list]<br />
* [[Fan Missions for The Dark Mod]] - Main article on all of the published fan missions to date, in addition to the official list on the website.<br />
* [[Fan Mission Series]] - An overview of all currently known series or campaigns of fan missions interconnected by their stories or characters. There are already plenty in TDM, and have been since its early days as an expandable game.<br />
* [[Upcoming Fan Missions]] - An overview of Fan Missions in development or tentatively planned. (''Do not'' edit the overview.)<br />
* [[Mission recommendation discussions]] - An overview of past discussions on what FMs the community recommends to players looking for various challenges (difficulty, size, theme, setting, objectives, etc.).<br />
* [[Fan Mission Contests]] - An overview of past and present contests in Fan Mission creation, by members of the TDM community.<br />
<br />
[[Category:Official FMs|The Spider and The Finch]]<br />
[[Category:Missions by Grodenglaive (GrodenVR)|The Spider and The Finch]]</div>Petikehttps://wiki.thedarkmod.com/index.php?title=The_Terrible_Old_Man_(FM)The Terrible Old Man (FM)2024-03-28T13:08:09Z<p>Petike: /* Gallery */ typo</p>
<hr />
<div>A fan mission for ''The Dark Mod''.<br />
<br />
== Information ==<br />
<br />
*'''Author:''' [[:Category:Missions by Ansome|Ansome]]<br />
*'''Type:''' Single Mission<br />
*'''Releases:''' 2024-03-10 (10 March 2024) - latest<br />
*'''Version:''' 1<br />
*'''Size:''' 12 MB<br />
*'''EFX Reverb:''' Yes<br />
*'''Subtitles:''' Yes<br />
<br />
== Synopsis ==<br />
<br />
''"Two burglars go missing during a break-in, now it's up to their getaway driver to find them. Adaptation of H.P. Lovecraft's short story of the same name."''<br />
<br />
== Series ==<br />
<br />
The FM is an entirely standalone storyline, not part of any series.<br />
<br />
== Theme / "Genre" / Setting ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|Mansion/Estate<br />
|-<br />
|-<br />
|City Missions<br />
|-<br />
|}<br />
<br />
== Threats ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|Guards, Horror themes<br />
|-<br />
|}<br />
<br />
== Links ==<br />
<br />
[https://www.thedarkmod.com/missiondetails/?internalName=oldman Official Mission List link]<br />
<br />
You can download the mission directly while in game, by using the built-in TDM fan mission downloader.<br />
<br />
Additional DL links:<br />
<br />
* https://missions.thedarkmod.com/oldman_475340206ad19157.pk4<br />
* https://darkmod.taaaki.za.net/fmsv2/oldman_475340206ad19157.pk4<br />
* https://darkmod-alt02.taaaki.za.net/fms/oldman_475340206ad19157.pk4<br />
* https://tdm.frydrych.org/missions/oldman_475340206ad19157.pk4<br />
* http://mirror.mstrmnds.me/missions/oldman_475340206ad19157.pk4<br />
<br />
== Gallery ==<br />
<br />
[https://www.youtube.com/watch?v=3s2UOUXX6hQ Preview trailer]<br />
<br />
<gallery><br />
The Terrible Old Man (FM) title card promo.jpeg|Title card<br />
The Terrible Old Man (FM) promo 1.jpg|Promotional screenshot<br />
The Terrible Old Man (FM) promo 2.jpg|Promotional screenshot<br />
The Terrible Old Man (FM) promo 3.jpg|Promotional screenshot<br />
The Terrible Old Man (FM) promo 4.jpg|Promotional screenshot<br />
The Terrible Old Man (FM) promo 5.jpg|Promotional screenshot<br />
</gallery><br />
<br />
== Discussions ==<br />
<br />
*[https://forums.thedarkmod.com/index.php?/topic/22393-fan-mission-the-terrible-old-man/ TDM forums thread]<br />
<br />
''Beware of potential spoilers !''<br />
<br />
== Lootlists ==<br />
<br />
TBA<br />
<br />
== Walkthroughs ==<br />
<br />
''Spoilers abound !''<br />
<br />
'''Boy Lag'''<br />
*[https://www.youtube.com/watch?v=ul4BHx7_A-E Video playthrough]<br />
<br />
'''DrLizShawOBE2'''<br />
*[https://www.youtube.com/watch?v=vKMytxrNqHw Video playthrough]<br />
<br />
'''Micropoint Lossless'''<br />
*[https://www.youtube.com/watch?v=6FAvdO7T0Vc Video playthrough]<br />
<br />
== Trivia ==<br />
<br />
TBA<br />
<br />
== External sites and reviews ==<br />
<br />
*[https://www.thiefguild.com/fanmissions/64085/the-terrible-old-man Thief Guild.com FM overview and review]<br />
<br />
== See also ==<br />
* [https://www.thedarkmod.com/missions/ Official FMs list]<br />
* [[Fan Missions for The Dark Mod]] - Main article on all of the published fan missions to date, in addition to the official list on the website.<br />
* [[Fan Mission Series]] - An overview of all currently known series or campaigns of fan missions interconnected by their stories or characters. There are already plenty in TDM, and have been since its early days as an expandable game.<br />
* [[Upcoming Fan Missions]] - An overview of Fan Missions in development or tentatively planned. (''Do not'' edit the overview.)<br />
* [[Mission recommendation discussions]] - An overview of past discussions on what FMs the community recommends to players looking for various challenges (difficulty, size, theme, setting, objectives, etc.).<br />
* [[Fan Mission Contests]] - An overview of past and present contests in Fan Mission creation, by members of the TDM community.<br />
<br />
[[Category:Official FMs|The Terrible Old Man]]<br />
[[Category:Missions by Ansome|The Terrible Old Man]]</div>Petikehttps://wiki.thedarkmod.com/index.php?title=By_Any_Other_Name_(FM)By Any Other Name (FM)2024-03-28T12:46:30Z<p>Petike: /* Threats */ typo</p>
<hr />
<div>A fan mission for ''The Dark Mod''.<br />
<br />
== Information ==<br />
<br />
*'''Author:''' [[:Category:Missions by joebarnin|joebarnin]]<br />
*'''Type:''' Single Mission<br />
*'''Releases:''' 2022-03-10 (10 March 2022) - latest<br />
*'''Version:''' 2<br />
*'''Size:''' 125 MB<br />
*'''EFX Reverb:''' Yes<br />
*'''Subtitles:''' Yes<br />
<br />
== Synopsis ==<br />
<br />
''A rare artifact, the Builder's Chalice, is available for the taking. Looks pretty straightforward, but looks can be deceiving...''<br />
<br />
== Series ==<br />
<br />
The FM is an entirely standalone storyline, not part of any series.<br />
<br />
== Theme / "Genre" / Setting ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|Mansion/Estate<br />
|-<br />
|-<br />
|City Missions<br />
|-<br />
|}<br />
<br />
== Threats ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|Guards<br />
|-<br />
|}<br />
<br />
== Links ==<br />
<br />
[https://www.thedarkmod.com/missiondetails/?internalName=byanyothername Official Mission List link]<br />
<br />
You can download the mission directly while in game, by using the built-in TDM fan mission downloader.<br />
<br />
Additional DL links:<br />
<br />
* https://missions.thedarkmod.com/byanyothername_0a9453edbe081497.pk4<br />
* https://darkmod.taaaki.za.net/fmsv2/byanyothername_0a9453edbe081497.pk4<br />
* https://darkmod-alt02.taaaki.za.net/fms/byanyothername_0a9453edbe081497.pk4<br />
* https://tdm.frydrych.org/missions/byanyothername_0a9453edbe081497.pk4<br />
* http://mirror.mstrmnds.me/missions/byanyothername_0a9453edbe081497.pk4<br />
<br />
== Gallery ==<br />
<br />
[https://www.youtube.com/watch?v=KaRaMD_54yk Preview trailer]<br />
<br />
<gallery><br />
By Any Other Name (FM) promo 1.jpg|Promotional screenshot<br />
By Any Other Name (FM) promo 2.jpg|Promotional screenshot<br />
By Any Other Name (FM) promo 3.jpg|Promotional screenshot<br />
By Any Other Name (FM) promo 4.jpg|Promotional screenshot<br />
</gallery><br />
<br />
== Discussions ==<br />
<br />
*[https://forums.thedarkmod.com/index.php?/topic/21331-fan-mission-by-any-other-name-by-joebarnin-2022310/ TDM forums thread]<br />
<br />
''Beware of potential spoilers !''<br />
<br />
== Lootlists ==<br />
<br />
TBA<br />
<br />
== Walkthroughs ==<br />
<br />
''Spoilers abound !''<br />
<br />
'''Boy Lag'''<br />
*[https://www.youtube.com/watch?v=XYTt5pKTiGI Video playthrough Part 1]<br />
*[https://www.youtube.com/watch?v=D9jKx0y4zPE Video playthrough Part 2]<br />
*[https://www.youtube.com/watch?v=7ZL3c4CV0YI Video playthrough Part 3]<br />
<br />
== Trivia ==<br />
<br />
TBA<br />
<br />
== External sites and reviews ==<br />
<br />
*[https://www.thiefguild.com/fanmissions/36714/by-any-other-name Thief Guild.com FM overview and review]<br />
<br />
== See also ==<br />
* [https://www.thedarkmod.com/missions/ Official FMs list]<br />
* [[Fan Missions for The Dark Mod]] - Main article on all of the published fan missions to date, in addition to the official list on the website.<br />
* [[Fan Mission Series]] - An overview of all currently known series or campaigns of fan missions interconnected by their stories or characters. There are already plenty in TDM, and have been since its early days as an expandable game.<br />
* [[Upcoming Fan Missions]] - An overview of Fan Missions in development or tentatively planned. (''Do not'' edit the overview.)<br />
* [[Mission recommendation discussions]] - An overview of past discussions on what FMs the community recommends to players looking for various challenges (difficulty, size, theme, setting, objectives, etc.).<br />
* [[Fan Mission Contests]] - An overview of past and present contests in Fan Mission creation, by members of the TDM community.<br />
<br />
[[Category:Official FMs|By Any Other Name]]<br />
[[Category:Missions by joebarnin|By Any Other Name]]</div>Petikehttps://wiki.thedarkmod.com/index.php?title=Noble_Affairs_(FM)Noble Affairs (FM)2024-03-28T11:56:27Z<p>Petike: created new Fan Mission article</p>
<hr />
<div>A fan mission for ''The Dark Mod''.<br />
<br />
== Information ==<br />
<br />
*'''Author:''' [[:Category:Missions by Goldwell|Goldwell]]<br />
*'''Type:''' Single Mission<br />
*'''Releases:''' 2022-02-22 (22 February 2022) - latest<br />
*'''Version:''' 4<br />
*'''Size:''' 488 MB<br />
*'''EFX Reverb:''' Yes<br />
*'''Subtitles:''' No<br />
<br />
== Synopsis ==<br />
<br />
''For tonight's job, you'll be visiting Caspian Bay to break into a fancy manor and steal a recording for your client. I'm sure they won't mind if you pick up a few souvenirs for the local pawn shops along the way!''<br />
<br />
== Series ==<br />
<br />
The FM is an entirely standalone storyline, not part of any series.<br />
<br />
== Theme / "Genre" / Setting ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|City Missions<br />
|-<br />
|}<br />
<br />
== Threats ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|Guards, Horror themes<br />
|-<br />
|}<br />
<br />
== Links ==<br />
<br />
[https://www.thedarkmod.com/missiondetails/?internalName=nobleaffairs Official Mission List link]<br />
<br />
You can download the mission directly while in game, by using the built-in TDM fan mission downloader.<br />
<br />
Additional DL links:<br />
<br />
* https://missions.thedarkmod.com/nobleaffairs_eb0247c9a95a01f1.pk4<br />
* https://darkmod.taaaki.za.net/fmsv2/nobleaffairs_eb0247c9a95a01f1.pk4<br />
* https://darkmod-alt02.taaaki.za.net/fms/nobleaffairs_eb0247c9a95a01f1.pk4<br />
* https://tdm.frydrych.org/missions/nobleaffairs_eb0247c9a95a01f1.pk4<br />
* http://mirror.mstrmnds.me/missions/nobleaffairs_eb0247c9a95a01f1.pk4<br />
<br />
== Gallery ==<br />
<br />
[https://www.youtube.com/watch?v=S2kkCM5Xeyw Briefing video]<br />
<br />
<gallery><br />
Noble Affairs (FM) title card promo.jpg|Promotional screenshot<br />
Noble Affairs (FM) promo 1.jpg|Promotional screenshot<br />
</gallery><br />
<br />
== Discussions ==<br />
<br />
*[https://forums.thedarkmod.com/index.php?/topic/21318-fan-mission-noble-affairs-by-goldwell-20220222-tdm-210-required/ TDM forums thread]<br />
<br />
''Beware of potential spoilers !''<br />
<br />
== Lootlists ==<br />
<br />
TBA<br />
<br />
== Walkthroughs ==<br />
<br />
''Spoilers abound !''<br />
<br />
'''Boy Lag'''<br />
*[https://www.youtube.com/watch?v=_Un186_tmns Video playthrough Part 1]<br />
*[https://www.youtube.com/watch?v=iWtl6fkj5es Video playthrough Part 2]<br />
*[https://www.youtube.com/watch?v=0FdVKi4UCPE Video playthrough Part 3]<br />
*[https://www.youtube.com/watch?v=ynfceCN_2J8 Video playthrough Part 4]<br />
<br />
'''Marble Man'''<br />
*[https://www.youtube.com/watch?v=kiegAmiII6Q Video playthrough]<br />
<br />
'''MrAxel'''<br />
*[https://www.youtube.com/watch?v=WGJqHOpwuNQ Video playthrough Part 1]<br />
*[https://www.youtube.com/watch?v=2H2Ijs6Sf44 Video playthrough Part 2]<br />
*[https://www.youtube.com/watch?v=p_lAYdVb9nQ Video playthrough Part 3]<br />
*[https://www.youtube.com/watch?v=klVgTrVO_aY Video playthrough Part 4]<br />
<br />
== Trivia ==<br />
<br />
TBA<br />
<br />
== External sites and reviews ==<br />
<br />
*[https://www.thiefguild.com/fanmissions/36338/noble-affairs Thief Guild.com FM overview and review]<br />
<br />
== See also ==<br />
* [https://www.thedarkmod.com/missions/ Official FMs list]<br />
* [[Fan Missions for The Dark Mod]] - Main article on all of the published fan missions to date, in addition to the official list on the website.<br />
* [[Fan Mission Series]] - An overview of all currently known series or campaigns of fan missions interconnected by their stories or characters. There are already plenty in TDM, and have been since its early days as an expandable game.<br />
* [[Upcoming Fan Missions]] - An overview of Fan Missions in development or tentatively planned. (''Do not'' edit the overview.)<br />
* [[Mission recommendation discussions]] - An overview of past discussions on what FMs the community recommends to players looking for various challenges (difficulty, size, theme, setting, objectives, etc.).<br />
* [[Fan Mission Contests]] - An overview of past and present contests in Fan Mission creation, by members of the TDM community.<br />
<br />
[[Category:Official FMs|Noble Affairs]]<br />
[[Category:Missions by Goldwell|Noble Affairs]]</div>Petikehttps://wiki.thedarkmod.com/index.php?title=Iris_(FM)Iris (FM)2024-03-28T11:27:28Z<p>Petike: created new Fan Mission article</p>
<hr />
<div>A fan mission for ''The Dark Mod''.<br />
<br />
== Information ==<br />
<br />
*'''Author:''' [[:Category:Missions by Wellingtoncrab|Wellingtoncrab]]<br />
*'''Type:''' Single Mission<br />
*'''Releases:''' 2022-02-13 (13 February 2022) - latest<br />
*'''Version:''' 5<br />
*'''Size:''' 518 MB<br />
*'''EFX Reverb:''' Yes<br />
*'''Subtitles:''' No<br />
<br />
== Synopsis ==<br />
<br />
''That night, dreaming... I reached the end... The door of an ivy ruin... From which we ran... And I never stopped... And you, You never left.''<br />
<br />
== Series ==<br />
<br />
The FM is an entirely standalone storyline, not part of any series.<br />
<br />
== Theme / "Genre" / Setting ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|City Missions<br />
|-<br />
|}<br />
<br />
== Threats ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|Horror themes<br />
|-<br />
|}<br />
<br />
== Links ==<br />
<br />
[https://www.thedarkmod.com/missiondetails/?internalName=iris Official Mission List link]<br />
<br />
You can download the mission directly while in game, by using the built-in TDM fan mission downloader.<br />
<br />
Additional DL links:<br />
<br />
* https://missions.thedarkmod.com/iris_b1bbad37697d3c96.pk4<br />
* https://darkmod.taaaki.za.net/fmsv2/iris_b1bbad37697d3c96.pk4<br />
* https://darkmod-alt02.taaaki.za.net/fms/iris_b1bbad37697d3c96.pk4<br />
* https://tdm.frydrych.org/missions/iris_b1bbad37697d3c96.pk4<br />
* http://mirror.mstrmnds.me/missions/iris_b1bbad37697d3c96.pk4<br />
<br />
== Gallery ==<br />
<br />
[https://www.youtube.com/watch?v=X9067TATN9s Briefing video]<br />
<br />
<gallery><br />
Iris (FM) title card promo.jpg|Promotional screenshot<br />
Iris (FM) promo 1.jpg|Promotional screenshot<br />
</gallery><br />
<br />
== Discussions ==<br />
<br />
*[https://forums.thedarkmod.com/index.php?/topic/21264-fan-mission-hazard-pay-by-kingsal-012722/ TDM forums thread]<br />
<br />
''Beware of potential spoilers !''<br />
<br />
== Lootlists ==<br />
<br />
TBA<br />
<br />
== Walkthroughs ==<br />
<br />
''Spoilers abound !''<br />
<br />
'''Boy Lag'''<br />
*[https://www.youtube.com/watch?v=BAzg1yO02ic Video playthrough Part 1]<br />
*[https://www.youtube.com/watch?v=xAdhJ0uMJp4 Video playthrough Part 2]<br />
*[https://www.youtube.com/watch?v=qvf3tUhffa4 Video playthrough Part 3]<br />
*[https://www.youtube.com/watch?v=yf3UpGbuQNQ Video playthrough Part 4]<br />
*[https://www.youtube.com/watch?v=oqYu3ppDgpI Video playthrough Part 5]<br />
*[https://www.youtube.com/watch?v=fnuO6I1stsU Video playthrough Part 6]<br />
*[https://www.youtube.com/watch?v=f0J6YbKqZuI Video playthrough Part 7]<br />
*[https://www.youtube.com/watch?v=Yr8CtwW9QzY Video playthrough Part 8]<br />
*[https://www.youtube.com/watch?v=L3u3lxIyS0o Video playthrough Part 9]<br />
*[https://www.youtube.com/watch?v=0mm-PLIGH64 Video playthrough Part 10]<br />
*[https://www.youtube.com/watch?v=FNLtQr_9WUI Video playthrough Part 11]<br />
<br />
'''FenPhoenix'''<br />
*[https://www.youtube.com/watch?v=Bjt9UF8_qoY Video playthrough Part 1]<br />
*[https://www.youtube.com/watch?v=gzE_lNeXtaE Video playthrough Part 2]<br />
*[https://www.youtube.com/watch?v=6hVIFzFCLfg Video playthrough Part 3]<br />
*[https://www.youtube.com/watch?v=FtGUDZNmjrQ Video playthrough Part 4]<br />
*[https://www.youtube.com/watch?v=xQELZ7oBHNY Video playthrough Part 5]<br />
*[https://www.youtube.com/watch?v=jSwnTMb7lfs Video playthrough Part 6]<br />
*[https://www.youtube.com/watch?v=oQZvbIoDcEI Video playthrough Part 7]<br />
*[https://www.youtube.com/watch?v=BjHAX_1rlFQ Video playthrough Part 8]<br />
*[https://www.youtube.com/watch?v=z_ZmkusBIds Video playthrough Part 9]<br />
*[https://www.youtube.com/watch?v=9Q2kTuq2AFQ Video playthrough Part 10]<br />
*[https://www.youtube.com/watch?v=Q7QaDpR9X24 Video playthrough Part 11]<br />
*[https://www.youtube.com/watch?v=oXJtXTj9v68 Video playthrough Part 12]<br />
<br />
'''Klatremus'''<br />
*[https://www.youtube.com/watch?v=MtKqFnX84Z8 Video playthrough]<br />
<br />
'''Severin von Rainer'''<br />
*[https://www.youtube.com/watch?v=CQos32JQogc Video playthrough Part 1]<br />
*[https://www.youtube.com/watch?v=WbSfkpn6HZM Video playthrough Part 2]<br />
*[https://www.youtube.com/watch?v=dR3UZRckUyk Video playthrough Part 3]<br />
*[https://www.youtube.com/watch?v=JBJyO2E4mg4 Video playthrough Part 4]<br />
*[https://www.youtube.com/watch?v=7My53yxnpco Video playthrough Part 5]<br />
*[https://www.youtube.com/watch?v=JSXwu5Lj-wU Video playthrough Part 6]<br />
*[https://www.youtube.com/watch?v=okYCM-cmGwc Video playthrough Part 7]<br />
*[https://www.youtube.com/watch?v=7wxsls47nsw Video playthrough Part 8]<br />
<br />
== Trivia ==<br />
<br />
TBA<br />
<br />
== External sites and reviews ==<br />
<br />
*[https://www.thiefguild.com/fanmissions/35279/hazard-pay Thief Guild.com FM overview and review]<br />
<br />
== See also ==<br />
* [https://www.thedarkmod.com/missions/ Official FMs list]<br />
* [[Fan Missions for The Dark Mod]] - Main article on all of the published fan missions to date, in addition to the official list on the website.<br />
* [[Fan Mission Series]] - An overview of all currently known series or campaigns of fan missions interconnected by their stories or characters. There are already plenty in TDM, and have been since its early days as an expandable game.<br />
* [[Upcoming Fan Missions]] - An overview of Fan Missions in development or tentatively planned. (''Do not'' edit the overview.)<br />
* [[Mission recommendation discussions]] - An overview of past discussions on what FMs the community recommends to players looking for various challenges (difficulty, size, theme, setting, objectives, etc.).<br />
* [[Fan Mission Contests]] - An overview of past and present contests in Fan Mission creation, by members of the TDM community.<br />
<br />
[[Category:Official FMs|Iris]]<br />
[[Category:Missions by Wellingtoncrab|Iris]]</div>Petikehttps://wiki.thedarkmod.com/index.php?title=Hazard_Pay_(FM)Hazard Pay (FM)2024-03-28T10:32:43Z<p>Petike: /* Gallery */ typo</p>
<hr />
<div>A fan mission for ''The Dark Mod''.<br />
<br />
== Information ==<br />
<br />
*'''Author:''' [[:Category:Missions by Kingsal|Kingsal]]<br />
*'''Type:''' Single Mission<br />
*'''Releases:''' 2022-01-28 (28 January 2022) - latest<br />
*'''Version:''' 4<br />
*'''Size:''' 410 MB<br />
*'''EFX Reverb:''' Yes<br />
*'''Subtitles:''' Yes<br />
<br />
== Synopsis ==<br />
<br />
''It's been nearly two weeks since the outbreak. It's time to make your escape.''<br />
<br />
== Series ==<br />
<br />
The FM is an entirely standalone storyline, not part of any series.<br />
<br />
== Theme / "Genre" / Setting ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|Tombs, Catacombs & Crypts<br />
|-<br />
|}<br />
<br />
== Threats ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|Undead<br />
|-<br />
|}<br />
<br />
== Links ==<br />
<br />
[https://www.thedarkmod.com/missiondetails/?internalName=hazard Official Mission List link]<br />
<br />
You can download the mission directly while in game, by using the built-in TDM fan mission downloader.<br />
<br />
Additional DL links:<br />
<br />
* https://missions.thedarkmod.com/hazard_3eda9ade7ce42654.pk4<br />
* https://darkmod.taaaki.za.net/fmsv2/hazard_3eda9ade7ce42654.pk4<br />
* https://darkmod-alt02.taaaki.za.net/fms/hazard_3eda9ade7ce42654.pk4<br />
* https://tdm.frydrych.org/missions/hazard_3eda9ade7ce42654.pk4<br />
* http://mirror.mstrmnds.me/missions/hazard_3eda9ade7ce42654.pk4<br />
<br />
== Gallery ==<br />
<br />
[https://www.youtube.com/watch?v=X9067TATN9s Briefing video]<br />
<br />
<gallery><br />
Hazard Pay (FM) title card promo.jpg|Promotional screenshot<br />
Hazard Pay (FM) promo 1.jpg|Promotional screenshot<br />
</gallery><br />
<br />
== Discussions ==<br />
<br />
*[https://forums.thedarkmod.com/index.php?/topic/21264-fan-mission-hazard-pay-by-kingsal-012722/ TDM forums thread]<br />
<br />
''Beware of potential spoilers !''<br />
<br />
== Lootlists ==<br />
<br />
TBA<br />
<br />
== Walkthroughs ==<br />
<br />
''Spoilers abound !''<br />
<br />
'''Boy Lag'''<br />
*[https://www.youtube.com/watch?v=3I2JWYffbSM Video playthrough Part 1]<br />
*[https://www.youtube.com/watch?v=9CP__yRDgh8 Video playthrough Part 2]<br />
*[https://www.youtube.com/watch?v=HKKKyyDdtHk Video playthrough Part 3]<br />
*[https://www.youtube.com/watch?v=7tYqgDrjNxU Video playthrough Part 4]<br />
<br />
'''Glinny Felicitas'''<br />
*[https://www.youtube.com/watch?v=vd7fZ4M1z04 Video playthrough Part 1]<br />
*[https://www.youtube.com/watch?v=EVvJano5Sao Video playthrough Part 2]<br />
*[https://www.youtube.com/watch?v=SiDnbfI0OfM Video playthrough Part 3]<br />
<br />
== Trivia ==<br />
<br />
TBA<br />
<br />
== External sites and reviews ==<br />
<br />
*[https://www.thiefguild.com/fanmissions/35279/hazard-pay Thief Guild.com FM overview and review]<br />
<br />
== See also ==<br />
* [http://www.thedarkmod.com/missions/ Official FMs list]<br />
* [[Fan Missions for The Dark Mod]] - Main article on all of the published fan missions to date, in addition to the official list on the website.<br />
* [[Fan Mission Series]] - An overview of all currently known series or campaigns of fan missions interconnected by their stories or characters. There are already plenty in TDM, and have been since its early days as an expandable game.<br />
* [[Upcoming Fan Missions]] - An overview of Fan Missions in development or tentatively planned. (''Do not'' edit the overview.)<br />
* [[Mission recommendation discussions]] - An overview of past discussions on what FMs the community recommends to players looking for various challenges (difficulty, size, theme, setting, objectives, etc.).<br />
* [[Fan Mission Contests]] - An overview of past and present contests in Fan Mission creation, by members of the TDM community.<br />
<br />
[[Category:Official FMs|Hazard Pay]]<br />
[[Category:Missions by Kingsal|hazard Pay]]</div>Petikehttps://wiki.thedarkmod.com/index.php?title=Written_in_Stone_(FM)Written in Stone (FM)2024-03-28T10:05:40Z<p>Petike: /* Gallery */ typo</p>
<hr />
<div>A fan mission for ''The Dark Mod''.<br />
<br />
== Information ==<br />
<br />
*'''Author:''' [[:Category:Missions by Bikerdude|Bikerdude]], [[:Category:Missions by Amadeus|Amadeus]], [[:Category:Missions by Dragofer|Dragofer]]<br />
*'''Type:''' Single Mission<br />
*'''Releases:''' 2022-01-28 (28 January 2022) - latest<br />
*'''Version:''' 5<br />
*'''Size:''' 339 MB<br />
*'''EFX Reverb:''' Yes<br />
*'''Subtitles:''' Yes<br />
<br />
== Synopsis ==<br />
<br />
''In pursuit of a long-sought secret, the key to life everlasting lies deep within the recesses of an ancient athenaeum.''<br />
<br />
== Series ==<br />
<br />
The FM is an entirely standalone storyline, not part of any series.<br />
<br />
== Theme / "Genre" / Setting ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|City Mission<br />
|-<br />
|}<br />
<br />
== Threats ==<br />
<br />
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=30% data-expandtext="Show" data-collapsetext="Hide"<br />
|-<br />
!bgcolor=#d0d0e0 width="5%"|Click to reveal spoiler...<br />
<br />
|-<br />
|Undead, Horror themes<br />
|-<br />
|}<br />
<br />
== Links ==<br />
<br />
[https://www.thedarkmod.com/missiondetails/?internalName=written Official Mission List link]<br />
<br />
You can download the mission directly while in game, by using the built-in TDM fan mission downloader.<br />
<br />
Additional DL links:<br />
<br />
* https://missions.thedarkmod.com/written_6fb5b8a5e1b4e6ff.pk4<br />
* https://darkmod.taaaki.za.net/fmsv2/written_6fb5b8a5e1b4e6ff.pk4<br />
* https://darkmod-alt02.taaaki.za.net/fms/written_6fb5b8a5e1b4e6ff.pk4<br />
* https://tdm.frydrych.org/missions/written_6fb5b8a5e1b4e6ff.pk4<br />
* http://mirror.mstrmnds.me/missions/written_6fb5b8a5e1b4e6ff.pk4<br />
<br />
== Gallery ==<br />
<br />
[https://www.youtube.com/watch?v=4Q7mry_0F_E Briefing video]<br />
<br />
<gallery><br />
Written in Stone (FM) promo 01.jpg|Promotional screenshot<br />
Written in Stone (FM) promo 02.jpg|Promotional screenshot<br />
</gallery><br />
<br />
== Discussions ==<br />
<br />
*[https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-20220128/ TDM forums thread]<br />
<br />
''Beware of potential spoilers !''<br />
<br />
== Lootlists ==<br />
<br />
TBA<br />
<br />
== Walkthroughs ==<br />
<br />
''Spoilers abound !''<br />
<br />
'''Boy Lag'''<br />
*[https://www.youtube.com/watch?v=3vhdDl66ugg Video playthrough Part 1]<br />
*[https://www.youtube.com/watch?v=GVNkmb-09Lc Video playthrough Part 2]<br />
*[https://www.youtube.com/watch?v=ffm7LL_4oJE Video playthrough Part 3]<br />
*[https://www.youtube.com/watch?v=Nae5gH4ULes Video playthrough Part 4]<br />
*[https://www.youtube.com/watch?v=IlwDiYilvC8 Video playthrough Part 5]<br />
<br />
'''FenPhoenix'''<br />
*[https://www.youtube.com/watch?v=vwRu02ZFets Video playthrough Part 1]<br />
*[https://www.youtube.com/watch?v=Gx3mtsnE5H8 Video playthrough Part 2]<br />
*[https://www.youtube.com/watch?v=2TfRRsDJvlg Video playthrough Part 3]<br />
*[https://www.youtube.com/watch?v=BKxkVyoj6v8 Video playthrough Part 4]<br />
*[https://www.youtube.com/watch?v=qdvEuwBw8X4 Video playthrough Part 5]<br />
*[https://www.youtube.com/watch?v=hgxy2EbK_bY Video playthrough Part 6]<br />
*[https://www.youtube.com/watch?v=RssflnobdfA Video playthrough Part 7]<br />
<br />
'''Marble Man'''<br />
*[https://www.youtube.com/watch?v=_6n6hJDoOLI Video playthrough]<br />
<br />
== Trivia ==<br />
<br />
TBA<br />
<br />
== External sites and reviews ==<br />
<br />
*[https://www.thiefguild.com/fanmissions/35285/written-in-stone Thief Guild.com FM overview and review]<br />
<br />
== See also ==<br />
* [http://www.thedarkmod.com/missions/ Official FMs list]<br />
* [[Fan Missions for The Dark Mod]] - Main article on all of the published fan missions to date, in addition to the official list on the website.<br />
* [[Fan Mission Series]] - An overview of all currently known series or campaigns of fan missions interconnected by their stories or characters. There are already plenty in TDM, and have been since its early days as an expandable game.<br />
* [[Upcoming Fan Missions]] - An overview of Fan Missions in development or tentatively planned. (''Do not'' edit the overview.)<br />
* [[Mission recommendation discussions]] - An overview of past discussions on what FMs the community recommends to players looking for various challenges (difficulty, size, theme, setting, objectives, etc.).<br />
* [[Fan Mission Contests]] - An overview of past and present contests in Fan Mission creation, by members of the TDM community.<br />
<br />
[[Category:Official FMs|Written in Stone]]<br />
[[Category:Missions by Bikerdude|Written in Stone]]<br />
[[Category:Missions by Amadeus|Written in Stone]]<br />
[[Category:Missions by Dragofer|Written in Stone]]</div>Petikehttps://wiki.thedarkmod.com/index.php?title=Font_Bitmaps_in_DDS_FilesFont Bitmaps in DDS Files2024-03-18T15:10:13Z<p>Geep: Added For More, Doom3 Tuts links</p>
<hr />
<div>== Introduction ==<br />
It would be good to review these articles first:<br />
* [[Font Files]] describes DAT and DDS file naming, directory location, scaling, and usage by TDM.<br />
* [[Font Metrics & DAT File Format]] provides an Overview and helpful details.<br />
* [[Font Conversion & Repair]] touches on tools to generate, visualize, and adjust DAT and DSS files, including utilities [[ExportFontToDoom3]], [[Q3Font]], [[Refont]], and [[Font Patcher]].<br />
<br />
Briefly, a font DDS is a 256 x 256 bitmap, containing the usual additional [https://en.wikipedia.org/wiki/Mipmap "MipMaps" pyramid of images], into which individual glyphs (all or part of a font set) are packed.<br />
<br />
It may have started life as a TGA file from a generation tool, but is distributed in TDM as a DDS.<br />
== Attributes of a Good Glyph Packing/Layout ==<br />
The layout of glyphs into any given bitmap may be done by a generation tool. Or perhaps a manual layout is involved, either within an empty bitmap or to extend the content of a generated one. With a manual layout, usually you devise an organizing grid structure. And if a set involves multiple bitmaps (which is normal for sizes 24 and 48), you have to decide into which bitmap each new glyph goes.<br />
<br />
The algorithms of generated layouts typically strive to place glyphs snugly against the top and left edges of the bitmap. This can be a problem if you need to enlarge the glyphs (e.g., for bolding, or menu-system "glow").<br />
<br />
Glyph bitmap placement and DAT metrics need to avoid introducing stray marks from adjoining glyphs. Consider the tight bounding box containing any given character (shown in gray in Figure 1 of [[Font Metrics & DAT File Format]]) and the looser overall cell given by imageWidth x imageHeight. A good packing strives to ensure that the gray bounding box from only one character is contained in any given cell.<br />
== Pixel Color Representation in a DDS File ==<br />
Each pixel of the bitmap is an RGBA value, where R, G, B, and A values are 8-bit (i.e., 256 values).<br />
<br />
Back in Doom3 days, fonts tended to be multicolor, and a bit ragged. For examples, see "Doom3 Tutorials 10 and 11" under For More below.<br />
<br />
TDM has gone in another direction. The glyphs are "gray-level" (i.e., with anti-aliased edges), so it is the Alpha channel that defines them. TDM convention has the fonts stored with a white color. This is for the benefit of GUI coding, so the font can be recolored using the GUI "forecolor" command.<br />
<br />
That means that every pixel whose Alpha channel has a non-zero value must have RGB of white (e.g., all max values). This can be done in different ways:<br />
* Have the entire bitmap uniformly white in RGB.<br />
* Have just the bounding boxes in white, with the rest 0 (representing transparent). This is the approach of tool ExportFontToDoom3. It is useful if editing the DDS while leaving the DAT data unchanged. Doom3 Tutorial 11 shows this approach too.<br />
* Have the only the character strokes in 100% white. This is can be done manually in the bitmap editor.<br />
== Example of ExportFontToDoom3 Generation ==<br />
'''Figure 1''' (below) shows a fresh generation of a font using the ASCII-only version of ExportFontToDoom3 v1.02 with its default options. By default, files for sizes 12, 24, and 48 are generated, and the bitmap is TGA (because the tool author warns against using the built-in DDS output.) The TrueType font in this example, StonePrint.tff, is of the same family as Stone in TDM, but perhaps not the same variant. One of the generated files, StonePrint_0_24.tga, is examined here in GIMP.<br />
<br />
[[File:For wiki Font Bitmaps in DDS Files, StonePrint 0 24 in GIMP all channels.png|256px]]<br />
[[File:For wiki Font Bitmaps in DDS Files, StonePrint 0 24 in GIMP no Alpha channel.png|256px]]<br />
[[File:For wiki Font Bitmaps in DDS Files, G within StonePrint 0 24 with GIMP Invert Alpha mask.png|256px]]<br />
<br />
In the left panel, the soft-edged white characters appear on a transparent background (shown as the usual checkerboard). If you turn off visibility of the Alpha channel (middle panel), you see the white backing rectangle behind each character. Inside GIMP, you can toggle this back and forth while focused on any individual character, to see the relationship between a character and its backing white rectangle. (TIP: turn off the blue channel, so pixels appear in yellow, easier to distinguish from grey checkerboard empty pixels.)<br />
<br />
It is possible in GIMP to get a static simultaneous representation of characters and their backings, such as the "G" closeup in the right panel, where the inside of the character itself is transparent. (With the image layer chosen, click the lower-right button "Add a mask to a layer". In the pop-up "Initialize Layer Mask to:" dialog, select "Transfer Layer's alpha channel", as well as checkbox "Invert Mask".)<br />
<br />
ExportFont2Doom3 fulfills the requirement to generate backing rectangles at least large enough to cover glyph pixels (e.g., boxes shown as abstract gray rectangles in [[Font Metrics & DAT File Format]]). But some are randomly larger in one or both dimensions, and relationship to imageWidth x imageHeigth less clear. Also, for certain purposes (e.g., to allow hand-thickening for bolding, or for main-menu peripheral "glow" treatment), some glyphs will need to have a more-generous spacing within the bitmap than this tool creates. This is particularly true for glyphs abutting the top or left sides of the overall bitmap.<br />
<br />
== Another Example – Cumulative Adjustments with Diverse Methods ==<br />
'''Figure 2''' shows an actual DDS file (namely, fonts/english/Stone_0_24.dds) from TDM 2.11 and earlier.<br />
<br />
[[File:For wiki Font Bitmaps in DDS Files, Stone 0 24 in GIMP all channels.png|256px]]<br />
[[File:For wiki Font Bitmaps in DDS Files, Stone 0 24 in GIMP no Alpha channel.png|256px]]<br />
[[File:For wiki Font Bitmaps in DDS Files, detail of Polish L within TDM's Stone 0 24 in GIMP no Alpha.png|185px]]<br />
<br />
For this font and size, there has been a substantial ([https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=492454 though incomplete]) effort to incorporate European characters in conjunction with [[I18N_-_Charset | TDM's custom character mapping]]. A glance makes it is apparent that several methods have worked over this file during its creation and life, resulting in many "footprints" in the middle panel, where the Alpha channel is turned off. While a mess, this doesn't harm the end result in the left panel. The right panel shows a closeup of the backing RGB pixels for the Polish L, from the third row of characters. Aligned with it, the alpha channel (not shown here, unlike Figure 1) would have the same outline, but with anti-aliased edges.<br />
<br />
== For More ==<br />
[Doom3 Tutorials 10 and 11] In 2004, zeh (aka Zeh Fernando) developed an informal "Complete GUI Scripting" tutorial series in a doom3world forum. Relevant topics are still accessible from the Wayback Machine:<br />
* [https://web.archive.org/web/20081028224423/http://www.doom3world.org/phpbb2/viewtopic.php?t=11923 Tutorial 10: Using custom fonts (classic DOOM HUD #5)]<br />
* [https://web.archive.org/web/20100522173219/http://www.doom3world.org/phpbb2/viewtopic.php?t=11924 Tutorial 11: Editing fonts (classic DOOM HUD #6)]<br />
<br />
{{tutorial}} [[Category:Fonts]]</div>Geephttps://wiki.thedarkmod.com/index.php?title=Font_Metrics_%26_DAT_File_FormatFont Metrics & DAT File Format2024-03-16T16:20:08Z<p>Geep: /* TDM Font Metrics */</p>
<hr />
<div>''By Geep 2024''<br />
<br />
== Overview ==<br />
TDM provides a number of fonts ([[Fonts_Screenshots]]) that can be used, in conjunction with GUI code, on in-game surfaces, as HUD elements and messages, and subtitles. (There are additional aspects of menu and console fonts not covered here.)<br />
<br />
While it is possible to design a TDM bitmap font from scratch, historically, a number of such fonts were built by starting from a TrueType Font. That outline-style font was not read into the engine directly. Instead, it was rendered into a set of bitmaps externally, with a conversion tool, and stored as DAT metric and TGA (really, DDS) bitmap image files. Commonly, there were post-conversion minor or major adjustments. More about this process is described in [[Font Conversion & Repair]].<br />
<br />
Once deployed, font files are then read by the engine at startup. In response to any specific GUI request, the engine applies the required character selection, scaling, transformation, and on-screen layout.<br />
While bitmap fonts are perhaps not optimal for font quality, compared to outline fonts, this approach had some likely advantages:<br />
* In early Doom days, it no doubt avoided a performance hit if rendering from font outlines.<br />
* It avoided dependency upon particular fonts pre-existing on the user’s system.<br />
* It did not force use of TrueType; fonts could be created by other means.<br />
* Even if started by a TrueType conversion, font characters could be made accessible for further adjustment with text and bitmap editors.<br />
* It exposed the TGA/DDS to character customization, including to support a wider set of European and Russian languages. (See TDM-specific codepoint mappings [[I18N - Charset]].)<br />
<br />
Be aware that the idTech4 system doesn’t support kerning (i.e., adjustment of the spacing between any two characters to accommodate their shape particularities).<br />
== TDM Font Metrics ==<br />
<br />
[[File:TDM Font Metrics Fig. 1.png|600x338px|frameless]]<br />
<br />
'''Figure 1.''' ''An abstract view of two typical character glyphs, like those found in any of a font's DDS files.''<br />
<br />
To understand the Doom3/idTech4/TDM font metrics, let’s start with a simplified view into a DDS bitmap [Figure 1], which is always 256 x 256 pixels in size and holds multiple character glyphs. With the exception of "baseline", all the named items shown comprise the fields associated with each character’s DAT entry. Most fields (those shown around the "g" image) are distances measured in typically-positive integer pixels. Corner coordinates (shown around the "J" image) are reported in 1/256 units, as a decimal value with 6-digit precision.<br />
<br />
In the figure, the black-outlined box represents a glyph's defined bitmap, while the gray zone represents the tight rectangular bounding box around the glyph, covering all its pixels that have non-zero alphas. In this example, both glyphs here show a small padding in white (e.g., of 1 pixel size) around 3 sides. Portrayed is a somewhat bigger padding on the left, which is not uncommon.<br />
<br />
Of particular importance, there are two red dots on the baseline, controlling where the character is ultimately laid out on a line. The left dot, the "origin", is defined by a positive "pitch" distance (also known more aptly in some tools as xOffset). For most characters, there is typically a gap between the origin and the gray bounding box (e.g., shown let’s say as 1 pixel for "g"). If a descender (in the "bottom" region) needs to be under a preceding character, as in the "J" example, pitch can arrange that as shown.<br />
<br />
The right dot, located relative to the origin dot by a positive "xSkip", will determine where the origin of the next character in-line will be placed. The right dot is shown in this figure as aligned with the right side of the defined bitmap, which (given right-side padding) is usually the case but not always. For instance, if the font had a tall version of “{“, you might want xSkip to be slightly less to bring the next rendered character within its embrace. Conversely, xSkip could in theory place the dot beyond the imageWidth boundary.<br />
<br />
The details of the padding size can vary, depending on how the DDS was originally constructed (e.g., with certain options of a particular TrueType conversion tool) and subsequently altered. There may be no padding on the bottom, top, and right side, particularly for 12pt font. Or more padding for 48pt font. Or the top padding for lower-case characters "g" may be very much enlarged to match that for upper-case characters like "j".<br />
<br />
In a well-formed DAT file, "height" and "imageHeight" of a given character will always have the same value. (Inside the engine, there are other uses for this data structure, where a difference between imageHeight and height can indicate scaling. Similarly, internally, the "pitch" field can take on a different meaning: to indicate an optimized bitmap-transfer width in bytes. Perhaps the name "pitch" makes more sense in that context.)<br />
<br />
== The DAT File Format ==<br />
A DAT file is a fixed-size binary file. It begins with 256 blocks of 80 bytes each. There is one block for each glyph, in assumed ascending codepoint order. Each block contains this layout:<br />
int height<br />
int top<br />
int bottom<br />
int pitch<br />
int xSkip<br />
int imageWidth<br />
int imageHeight<br />
float s<br />
float t<br />
float s2<br />
float t2<br />
int glyph // placeholder, simply zero<br />
char[32] shaderName // DDS filename for this specific glyph; see description below.<br />
<br />
At the end of the file, there is:<br />
float glyphScale<br />
char[64] name // this file's TDM path and name but without DAT extension, e.g., "fonts/fontImage_24"<br />
<br />
The ints here are each 4 bytes in size, e.g., 32 bits, not 64. Floats are also 4 bytes, as is normal. (When ultimately read into the engine, the integers will end up as floats, in a more general data structure font_info_t.)<br />
== Understanding the S, T, S2, and T2 Values ==<br />
In the DAT file, a given character’s s, s2, t, and t2 are all float values in the inclusive range [0.00000 to 1.000000]. Values outside this range can cause anomalous rendering. Float precision implies, given that there’s only one digit to the left of the decimal point, that 6 digits after the decimal point should have meaningful content (not just zeros or junk).<br />
<br />
Best practice is to set these values as equal to n / 256.0, where n is an integer in the inclusive range [0 to 256]. This is what [[ExportFontToDoom3]] does when first generating a DAT file; [[Font Patcher]] and the REF file format of [[Refont]] also maintain this.<br />
<br />
But the FNT file format of [[Q3Font]] allows arbitrary values to be set, so it’s the Wild West. This is regrettably reflected in some actual DAT files. Fortunately, the engine has tolerance for squishy values and provides its own rounding. Nevertheless, when changing these values, it is recommended you provide an n' / 256.0 to full precision, to minimize risk of rounding errors.<br />
s2 >= s and t2 >= t // all are zero if codepoint is skipped<br />
<br />
It is perhaps surprising that 256 instead of 255 is used as the divisor. There are two equivalent ways to think about this:<br />
<br />
The bitmap, of size 256 x 256, can be visualized as a grid of square pixels. Consider the grid lines (not the pixels) as numbered 0 to 256. Then (s,t) and (s2,t2) are the grid points defining the overall sub-bitmap of interest.<br />
<br />
Alternatively, given a pixel array "pix[nx,ny]", then pix[s,t] defines the upper-left pixel to include in the desired sub-bitmap, while pix[s2,t2] defines the lower-right pixel to exclude. In this formulation, (s2, t2) of floating representation (1.0, 1.0) becomes pix[256,256], in a "ghost" column and row outside the actual array.<br />
<br />
== Other Expected DAT Values ==<br />
Here is what you should expect in a well-formed DAT file.<br />
<br />
The "glyphScale" at the end has one of three values, which presumably ties the font data into a GUI’s "textscale" value:<br />
* For 48 pt: 1.000000<br />
* For 24 pt: 2.000000<br />
* For 12 pt: 4.000000<br />
<br />
=== For Each Glyph ===<br />
Integer values are generally in the inclusive range [0 to 256]. There are occasional exceptions, e.g., a negative value of "top" for underscore, that is entirely below the baseline.<br />
<br />
The meaning and best practices for float value s, s2, t, and t2 were described in the previous section.<br />
s2 >= s and t2 >= t // all are zero if codepoint is skipped<br />
<br />
A codepoint for which no unique glyph is provided is typically directed to either a space, a hollow box glyph, or zero-dimension image. Or to a substitute glyph; for instance, an ASCII unaccented character may stand-in for a missing European accented character.<br />
<br />
Other expectations:<br />
imageWidth = round(s2 * 256) - round(s * 256) // where “round” forces to nearest integer value.<br />
imageHeight = round(t2 * 256) - round(t * 256)<br />
imageHeight = height<br />
<br />
Ideally, this would also be a requirement:<br />
height = top + bottom<br />
<br />
However, in practice, bottom is not used within the engine, and so, being informational only, is often incorrect in the DAT file. Instead, the engine relies on:<br />
baseline = height - top<br />
<br />
Also, as discussed above:<br />
pitch + xSkip approximately equals imageWidth <br />
<br />
Finally:<br />
"glyph" is left zeroed; inside the engine, it becomes a pointer to the in-memory version of the data.<br />
<br />
"shaderName" is a TDM-style relative path to the specific DDS file containing the glyth. It always begins with "fonts/" and gives the extension as ".tga", even for DDS. Example shaderName:<br />
fonts/Stone_0_24.tga<br />
<br />
(When the engine reads this, internally the "fonts/" prefix is stripped off.)<br />
== More about the DDS File Format ==<br />
See<br />
* [[Font Conversion & Repair]] for how to view and adjust DAT values, as well as important constraints of changing metrics on long-deployed fonts.<br />
* [[Font Files]] for DDS file naming, directory location, scaling, and usage by TDM.<br />
* [[Font Bitmaps in DDS Files]] about color and alpha representations, with examples.</div>Geephttps://wiki.thedarkmod.com/index.php?title=Font_FilesFont Files2024-03-09T21:57:20Z<p>Geep: /* For More */ add links</p>
<hr />
<div>== Introduction ==<br />
''This article covers the external view of font files, and how they are selected, character-scaled, and used in practice. For the internals of these files, see (COMING SOON).''<br />
<br />
Generally, TDM does not use fonts provided by the OS, but instead relies on its own, like those for in-game readables described in [[Fonts Screenshots]]. Fonts for the Doom3/idTech4 engine are defined by metrics and bitmaps, in up to 3 standard point sizes of 48, 24, and 12. (A "point" is a traditional publishing unit, nominally 1/72 of an inch.) Let's just refer to these resources by "size 12", "size 24", and "size 48". When you request "textscale 1.0" in TDM's gui scripting, the system will (typically) choose size 48 and render its characters from the associated bitmaps with an internal scale factor of 1. But complexities ensue.<br />
<br />
== Directory Locations ==<br />
Font files are distributed in tdm_fonts01.pk4, which at the top level has:<br />
* /fonts/<br />
* /dds/fonts/<br />
<br />
Each of those contain: <br />
* /english/ ''Also ideally provides some European coverage''<br />
* /russian/<br />
<br />
Each of those in turn has the same set of about a dozen and a half named font directories. Within each are the files discussed next.<br />
<br />
== Naming and Point Sizes ==<br />
For a given font, language (either English or Russian), and size, the font information is stored in a binary DAT file and in one or more DDS bitmap files. Generally, for size 12, only one DDS is needed, while the larger characters of size 48 needs more. The expected file naming is:<br />
* For DAT: fileimage_12.dat, fileimage_24.dat, fileimage_48.dat<br />
* For DDS: <font name>_#_<size>.dds<br />
<br />
For example, for Bamberg font, there is:<br />
* bamberg_0_12.dds<br />
* bamberg_0_24.dds, bamberg_1_24.dds<br />
* bamberg_0_48.dds, bamberg_1_48.dds, bamberg_2_48.dds, bamberg_3_48.dds, and bamberg_4_48.dds<br />
<br />
It is possible for an FM to add or override font files.<br />
<br />
Within the DAT file, the DDS files are referred to as if they had a TGA extension.<br />
<br />
== Size Selection, Size Usage, and Scaling ==<br />
As introduced above, the engine expects only files with sizes 12, 24, and 48, and will ignore any others. If one or two of the three sizes is missing, it will use what’s left, preferring the next-larger size substitute.<br />
<br />
Within the DAT file, at the end, there's a variable "glyphScale", with values in a factor-of-2 ratio:<br />
* Size 12: 4.0<br />
* Size 24: 2.0<br />
* Size 48: 1.0<br />
<br />
This is used to "normalize" the rendered size of character glyphs across all 3 sizes, given that the glyphs in size 48 DDS bitmaps are 4 times larger than those in size 12 bitmaps. This normalization eases size substitution.<br />
<br />
Assuming all 3 fontimage sizes are available, the engine (in DeviceContext.cpp), when called upon to do a render, will pick a size based on the invoking GUI’s "textscale" parameter:<br />
* 0.15 or less: size 12<br />
* Above 0.15, to 0.30: size 24<br />
* Above 0.30: size 48<br />
<br />
Once a source fontimage is chosen, each character's low-level rendered scale is based on textscale * glyphScale.<br />
<br />
It is perhaps surprising that "textscale 0.25", which corresponds to a ¼ * 48 max pt = 12 pt, uses fileimage_24.dat, not fileimage_12.dat. Some likely reasons:<br />
* The larger bitmap scale-down gave less-jagged results.<br />
* It sidesteps having to create excellent size 12 files.<br />
<br />
On that second point, it takes a substantial effort to create a font size set. By having the textscale cutoff at 0.15 for size 12, it means size 12 will be little used. So there is no big penalty if there are either no size 12 files, or the provided files have incomplete or suboptimal glyphs. Specifically, for English, font creators for sizes 24 and 48 are more likely to strive to implement the full TDM custom character set of European characters, while size 12, if provided at all, usually neglects Europe, accurately covering only ASCII glyphs.<br />
<br />
In any event, the broad usage pattern is:<br />
* size 12: '''Not''' used by any standard readable (all of which have textscales of 0.16 or more), menu items, or fixed-sized HUD text. In case of Stone font, could apply to variable-sized HUD text (e.g., weapons, inventory, loot totals), if user-set values of (iconSize * smallTextSize) < 1.0 . Seldom used in FMs. (A rare instance: name tags with Nancy font in "TD2: The Chalice of Kings".)<br />
* size 24: Used by readables and, in the menu system, settings and certain headlines. Also, more recently, the subtitle system with Stone font. (As of TDM 2.12, this includes horizontal compression at render time.)<br />
* size 48: Used in the menu system for the big headlines and the main menu. Also used for the larger "Title" text of some readables, like those Stone font.<br />
<br />
== For More ==<br />
* [[Font Conversion & Repair]] delves into how to create or improve these files.<br />
* [[Font Metrics & DAT File Format]] (COMING SOON) explains .dat internals and what its fields mean.<br />
* [[Font Bitmaps & DDS File Format]] (COMING SOON) talks about bitmap layout.<br />
* [[I18N - Charset]] details TDMs coverage of glyphs for European languages.<br />
* [[Mission_Filestructure#fonts]]<br />
<br />
{{tutorial}} [[Category:Fonts]]</div>Geephttps://wiki.thedarkmod.com/index.php?title=ExportFontToDoom3ExportFontToDoom32024-03-06T04:00:31Z<p>Geep: /* Downloads of v 1.02 */ Add info about dlls</p>
<hr />
<div>This Windows command-line utility was created by Australian modder Grant Davies in 2005 to get standard Windows fonts into the Doom 3 engine. The final version, 1.02, was released as open-source and substantially used for TDM.<br />
<br />
== Using the Tool ==<br />
''The information here is adapted from the description doc included with the download.''<br />
=== Basic Command ===<br />
To export with the common settings of 12, 24, and 48 point fonts, simply type:<br />
ExportFontToDoom3 ''font_filename''<br />
For example (and assuming here a font "badtimes" with no legal issues):<br />
ExportFontToDoom3 badtimes.ttf<br />
Most standard font formats (from the 2009 timeframe) can be used for export, but TrueType is most common.<br />
=== Size Option ===<br />
To export the font in a certain size, use the option:<br />
-size ''font_pointsize''<br />
For Doom3/TDM, only the sizes 12, 24, and 48 should be chosen. More than one "-size" arguments may be specified, for example:<br />
ExportFontToDoom3 badtimes.ttf -size 12 -size 24<br />
As indicated above, if no "-size" argument is specified, 12, 24, and 48 point fonts are exported.<br />
=== Name Option ===<br />
To name the font to be exported, use the option:<br />
-name ''fontname''<br />
By default, the fontname is instead extracted from the font file. In either case, this fontname string will begin each of the TGA filename(s), which are referenced in turn in the per-character "shaderName" fields of the DAT file.<br />
=== Other Options ===<br />
In the description doc, there is a great deal of technical discussion about these next options, but of little likely relevance to TDM nowadays. Just ignore them in favor of their default values.<br />
-textureFormat ''format''<br />
where the default is .tga, which is what you want. Use another tool to convert the output from .tga to .dds, since ExportFontToDoom3 won't do it correctly.<br />
-xOffsetFix ''type''<br />
where the default is "none", which causes the font's X offset value to be exported to the "pitch" member of TDM .dat file. There is also the related:<br />
-noXOffsetWarnings<br />
<br />
=== Output ===<br />
A new folder will be created and all output files will be stored there. The folder will be named according to the font being exported.<br />
The output will consist of Targa image (.tga) files and .dat files.<br />
<br />
Afterwards, from each TGA, you should create a corresponding DDS file.<br />
<br />
== Deployment & Further Adaptions ==<br />
After export, assuming you have an FM set up to test them, rename the files into standard form and move or copy them to the expected locations...<br />
* For DAT files: fonts/english/<your font name>/<br />
* For DDS files: dds/english/<your font name>/<br />
You'll undoubtedly have to make further iterative adjustments to both the DAT files (using other methods listed in [[Font Conversion & Repair]]) and bitmap files.<br />
For instance, the "glyphScale" value will likely have to be changed.<br />
<br />
== Tutorials that Include ExportFontToDoom3 ==<br />
Doom3-era tutorials, once posted on www.doom3world, can still be found with the "wayback machine" links given here:<br />
* [https://web.archive.org/web/20081028224423/http://www.doom3world.org/phpbb2/viewtopic.php?t=11923 Tutorial 10 - Using custom fonts]<br />
* [https://web.archive.org/web/20100522173219/http://www.doom3world.org/phpbb2/viewtopic.php?t=11924 Tutorial 11 - Editing fonts]<br />
<br />
== Downloads of v 1.02 ==<br />
Windows binary:<br />
* [https://grantheant.com/products/exportfonttodoom3 Grant Davie's project page]<br />
<br />
Required DLLs:<br />
To use ExportFontToDoom3 v 1.02 binary, you must have msvcp71.dll & msvcr71.dll installed in Windows or (more practical and safe now) in the same folder as the .exe. Once common, these files are no longer available from Microsoft (and purged from GitHub projects too). If you have an old machine with pre-Win10 OS, you can probably copy them from there. Otherwise, TDM's ATI Compressonator zip has them, at [[DDS Creation with ATI Compressonator]]; or various sketchy dll sites.<br />
<br />
The C++ project file with source code:<br />
* [https://grantheant.com/products/exportfonttodoom3 Grant Davie's project page]<br />
* [https://www.moddb.com/downloads/export-font-to-doom-3-v102 Moddb downloads page]<br />
* also from wayback machine.<br />
The project makes use of the circa-2005 FreeType font library (www.freetype.org) and DevIL image library.<br />
<br />
== Modifying ExportFontToDoom3 for 256 Chars ==<br />
The standard version of this tool exports only the glyphs for the ASCII characters, i.e., in the range 0-127.<br />
<br />
In 2009, Crispy (with input from other TDMers Hyeron, Fidcal, and greebo) developed a variant version, "ExportFontToDoom3_modified", that could would also export characters in the range 128-256. (This presumably uses the character set and ordering of the Windows codepage of the generating machine. You would still have to subsequently rearrange things for the TDM-specific character mapping given in [[I18N_-_Charset]].)<br />
<br />
Unfortunately, as of 2024, that version appears lost. See [https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=492024 this forum post].<br />
=== Project Setup to Recreate Modified Version ===<br />
It is possible that the modifications could be reapplied. The original modification project was [https://forums.thedarkmod.com/index.php?/topic/10154-the-dark-mod-readables-ttf-fonts/&do=findComment&comment=200984 discussed here]. To summarize:<br />
* Start with the unmodified C++ source. It uses the FreeType and DeviL DLL libraries of that era. (Although you probably won't need it, know that www.freetype.org has an archive of past versions.)<br />
* Stick with the non-Unicode version of DeviL DLLs.<br />
* The code wants il_wrap.lib, , which is an object-oriented C++ wrapper around DevIL's procedural C interface, but il_wrap.lib no longer exists.<br />
* Fortunately, the wrapper source code was available, so it could simply be added directly to the ExportFontToDoom3 project. Once the class implementation is moved out of the header, it compiles. (The wrapper code referred to is possibly il_wrap.cpp and related .h’s from [https://github.com/DentonW/DevIL/ here].)<br />
* Change the loop iterating over character codes, so it goes from 0 to 255. The type of the character code index must be changed from int to unsigned long. Simply make that change in Font::getGlyphIndexForCharacterCode and the code that calls it<br />
<br />
{{tutorial}} [[Category:Fonts]]</div>Geephttps://wiki.thedarkmod.com/index.php?title=Q3FontQ3Font2024-03-04T19:12:02Z<p>Geep: </p>
<hr />
<div>''Broken out from [[Font Conversion & Repair]], originally by Fidcal 2009. Made into separate article by Geep, 2024.''<br />
<br />
''TIP: As of 2024, there's a new open-source tool [[Refont]] available, that builds on q3font's ability to correct font metrics, but is easier to use.''<br />
<br />
The third-party "q3font" command-line utility allows creation, inspection, and alteration of font metrics in a font's DAT file. Version 1.52, the final release, is discussed here. For TDM font work, q3font has traditionally been an important tool - and at one time pretty much the only tool - for making changes to a font's binary DAT file. It is still fine for correcting font metrics of a few characters at a time. On the other hand, if planning a wholesale rearrangement or expansion of characters within a bitmap, you are much better off now using either [[Refont]] or [[Font Patcher]].<br />
<br />
While a Windows utility, q3font runs fine under ''Wine''.<br />
<br />
== For Conversions from TrueType to DAT and TGA Files ==<br />
''Note - TDM fonters, like Fidcal, generally preferred to use [[ExportFontToDoom3]] (ARTICLE COMING SOON) for this conversion. This section is here for completeness, and adapted from q3font's readme file.''<br />
<br />
q3font -create -size <fontsize> <fontname>.ttf<br />
<br />
where<br />
* <fontname> is the TrueType font name<br />
* <fontsize> for TDM is one of 12, 24, 48<br />
<br />
This renders characters of the given size into <br />
<br />
* a "fontimage_<fontsize>.dat" file<br />
* one or more <fontname>_n_<fontsize>.tga files, where n is 0, 1, 2..., as needed.<br />
<br />
So for TDM, to get a complete font set of 12 pt, 24 pt, and 48 pt sizes, you'd do this command 3 times.<br />
<br />
If you are converting multiple different .ttf files in a common directory, the resulting .dat files, because they don't include the font name, might overwrite each other. By version 1.52, an additional feature addresses that: Use "createex" instead of "create" to generate the .dat filename using the font's name as prefix, rather than standard "fontimage". Additional later command-line options, perhaps of less interest to TDM:<br />
<br />
-imagesize <size><br />
-tcdebug<br />
<br />
A q3font (or ExportFontToDoom3) conversion is just the first step for font-making. For TDM, there will be conversion of each .tga to corresponding .dds, and significant bitmap editing (of .tga and/or .dds) using an editor like GIMP or Photoshop. As well as .dat tweaking discussed next.<br />
<br />
== For Inspection & Correction of DAT files ==<br />
<br />
=== For Viewing Only ===<br />
<br />
q3font -info -detailed <path to given .dat file><br />
<br />
This creates a compact report, with each codepoint’s data on its own line. It includes an ASCII+ character for each line, though perhaps not from the Windows codepage you’d expect.<br />
<br />
=== To Get the Data in Readable, Editable Form as a FNT File ===<br />
<br />
q3font -decompile <path to given .dat file><br />
<br />
This creates a q3font-specific "<dat-name>.fnt" file, for viewing and altering in a text editor. For each block’s data, every item gets its own line. Unlike the compact report, this does not show an ASCII+ character for each block, only the codepoint integer (regrettably just in decimal form, not hex).<br />
<br />
=== To Move Changed FNT Data Back to a DAT ===<br />
<br />
q3font -compile <path to given .fnt file><br />
<br />
This reverses the -decompile process, to create a <fnt-name>.dat file. Importantly, this decompile/compile cycle leaves .tga/.dds files untouched.<br />
<br />
== Tools Needed for Successful Correction ==<br />
You are going to be apply manual corrections to TDM font metric values. Be sure you understand what those metrics mean. See [[TDM Fonts - Metrics & DAT Files]] and [[Font Bitmap Files]] (COMING SOON). It is easy to screw the required calculations up, so be careful and organized!<br />
<br />
You are going to need:<br />
* Codepoint tables. At a minimum, an ASCII table or listing, preferably with decimal rather than hex counts. You may also need the custom TDM table in [[i18n]] and whatever codepoint table was in effect during TrueType conversion (e.g., with ExportFont2Doom3). Typical are ISO-8851-1 (Latin 1), Windows-1252 (Western Europe; same as ISO-8851-1 but adds chars in range 128-159), Windows-1250 (Eastern Europe). Google them.<br />
* Often, a calculator (manual or app) capable of showing 6+ digits after the decimal point in the range 0.0 - 1.0. If you need to edit an s, s2, t or t2 value, multiply the original value by 256, to reveal its value in bitmap pixels. Then decide on a revised pixel value, and divide by 256 to get the revised value to enter.<br />
<br />
== A Simple Example ==<br />
''This example is due to Fidcal, originally found in [[Font Conversion & Repair]]. Since the extension ".exe" is being mentioned explicitly, Fidcal is presumably running this under Linux. And under the Wine package, using the "binfmt" feature that allows running Windows programs directly, without having to say "wine q3font.exe...".''<br />
<br />
Copy the dat file(s) to the q3font folder and use this syntax to get a readable .fnt file:<br />
<br />
q3font.exe -decompile fontImage_24.dat<br />
<br />
A common problem is this:<br />
<br />
Characters have an actual width but they also have a distance value from where they start being 'written' to the start of the next letter (xskip in the readable .fnt files.)<br />
<br />
The TrueType font to Doom font convertor named ExportFontToDoom3 appears to calculate this based on the character width (Fidcal's guess.)<br />
<br />
If lower case letters have descenders that curl back under the previous letter on the line, eg, f, g, j, p, y (q is OK because it curls forward) then the actual width of the character is greater than the distance from its start point to the start of the next character.<br />
<br />
So, ExportFontToDoom3 makes xskip too big in the case of the above letters.<br />
Reducing xskip in the .fnt files and restoring them to .dat files cures the problem.<br />
<br />
In the readable .fnt files the characters are ASCII numbers.<br />
A to Z are 65 to 90<br />
a to z are 97 to 122<br />
f = 102<br />
g = 103<br />
j = 106<br />
p = 112<br />
y = 121<br />
<br />
Search the net for an ascii code list for others, or use "ascii" on the Linux console to get a list.<br />
<br />
They fnt file can be converted back to .dat files using...<br />
<br />
q3font.exe fontImage_24<br />
<br />
You will need to relaunch Doom after each adjustment as there is no quick way to reload fonts.<br />
<br />
Example: Say you want to reduce the space after letter j<br />
* q3font.exe -decompile fontImage_24.dat to produce a readable .fnt file<br />
* In the .fnt file search down for the character header, eg, char 106.<br />
* Within the curly brackets below the header are the various values.<br />
* Look for xSkip.<br />
* Say it has a value of 12. Try reducing it to 9 to reduce the offset.<br />
* Convert back to .dat format, reload Dark Mod and check in-game.<br />
<br />
== Accessing Q3Font ==<br />
A zip file containing the executable and readme files of the final version 1.52 is available via either:<br />
# [https://wolffiles.de/filebase/ET/Tools/q3font_1-52.zip Wolf Files Tools]<br />
# [https://drive.google.com/uc?id=1CaWOddhlOegQuwcpRl1JdIPmsQ2UKH1Y&export=download Google Drive direct link, presumably a backup of (1)]<br />
<br />
Where these are discoverable via...<br />
# https://www.wolffiles.de/index.php?filebase&fid=1868 , a link described as "Download that currently works" on page https://modwiki.dhewm3.org/GUI_fonts<br />
# searching for "q3font_1-52.zip" within text file https://github.com/wolffiles/FileBaseIndex/blob/master/README_ET_.md <br />
<br />
The source code evidently was never released publicly.<br />
<br />
== Tool History & Credits ==<br />
Q3Font is the creation of [https://www.mobygames.com/person/93936/arnout-van-meer/ commercial game developer Arnout 'RR2DO2' van Meer], while he was with Splash Damage, Ltd., a game studio he co-founded. During 2001-2004, Q3Font was developed in parallel with and in support of the idTech3-engine-based [https://www.mobygames.com/game/9354/wolfenstein-enemy-territory/ "Wolfenstein: Enemy Territory"], a multiplayer spinoff of "Return to Castle Wolfenstein". Q3Font uses the FreeType library of that era to read in a TTF file, as well as some id Studio code. The FreeType library is built-in (i.e., static-linked so no dll needed).<br />
<br />
For more:<br />
* [https://web.archive.org/web/20080705204959/http://www.q3f.com/q3font.html Original 2001 documentation about Q3Font v1.0, at "Q3F - Power through Teamplay.htm"]. (The info there is essentially the same as the readme. The link comes from https://modwiki.dhewm3.org/GUI_fonts)<br />
* [https://web.archive.org/web/20051225175452/http://www.q3f.com/files/q3font.zip Version 1.0 exe and readme]<br />
* [https://forums.splashdamage.com/t/q3font-problems/116873/9 Bug forum during Q3Font development]</div>Geephttps://wiki.thedarkmod.com/index.php?title=RefontRefont2024-03-02T17:01:37Z<p>Geep: Add template, fix link to Font Metrics & DAT File Format</p>
<hr />
<div>''By Geep, 2024, and similar to the article about Q3Font.''<br />
<br />
As of 2024, the new "refont" command-line utility allows inspection and alteration of [[Font Metrics & DAT File Format | font metrics]]. It is designed to be an easier-to-use version of the inspection/alteration parts of [[Q3Font]].<br />
<br />
== Comparison with Font Patcher ==<br />
<br />
Refont can be seen as complementary to [[Font Patcher]]. The latter has additional features that may be better if planning a wholesale rearrangement or expansion of characters within a bitmap. But Font Patcher requires installation of Perl, while refont.exe is more drop and go.<br />
<br />
== Comparison with Q3Font ==<br />
<br />
For metric alteration, q3font has a native "*.fnt" human-readable format, and supports DAT <==> FNT conversions. For compatability, so does refont.<br />
<br />
=== Advantages of Q3Font ===<br />
<br />
* This has been an important traditional tool for Doom3/TDM font manipulation.<br />
* In addition to production/consumption of FNT, it -<br />
** Allows creation of DAT & TGA files from a TrueType font (although for this purpose, [[ExportFontToDoom3]] has been preferred in practice).<br />
** Can write (but not read) an alternative "compact report".<br />
<br />
=== Advantages of Refont ===<br />
<br />
* It's open-source, so further C++ development is possible.<br />
* It has its own native human-readable format, "*.ref", similar to .fnt but better.<br />
<br />
The better features of REF are:<br />
<br />
* Codepoints are enumerated in not just decimal, but also hex.<br />
* Coordinates of the overall image box within its bitmap are expressed in pixel units, rather than [0...1] fractional floating point. So the user is spared having to manually do this tedious and error-prone calculation.<br />
* if optionally provided, a separate, read-only annotation file will automatically decorate the .ref file with helpful information as the file is generated. This is explained below.<br />
<br />
Because the code is open-source, there's better clarity about -<br />
* how parsing and calculations are done.<br />
* what warnings are emitted.<br />
<br />
== For Inspection & Correction of DAT files ==<br />
<br />
''To Get the Data in Readable, Editable Form''<br />
<br />
For viewing and altering in a text editor, two formats are provided. Both list every codepoint, in order from 0 to 255, as a block of data. Within each block, every item gets its own line.<br />
<br />
=== As a FNT File ===<br />
<br />
To create a q3font-compatable "<dat-name>.fnt" file:<br />
<br />
refont -decompile <path to given .dat file> -fnt<br />
<br />
where the path can be a full path, a relative path (e.g., starting with "./" or "../"), or just the file name in the current working directory. The resulting .fnt file will appear in the same directory. It have the same name as the .dat file, except for the extension. As a convenience to keep track of versions, it is not required that the file name be in the standard fontImage_nn.dat form.<br />
<br />
Example code block for the letter A:<br />
...<br />
char 65<br />
{<br />
height 18<br />
top 18<br />
bottom 0<br />
pitch 3<br />
xSkip 18<br />
imageWidth 20<br />
imageHeight 18<br />
s 0.769531<br />
t 0.250000<br />
s2 0.847656<br />
t2 0.320313<br />
glyph 0<br />
shaderName fonts/stone_0_24.tga<br />
}<br />
...<br />
<br />
=== As a REF File ===<br />
<br />
To create a refont-specific "<dat-name>.ref" file:<br />
<br />
refont -decompile <path to given .dat file><br />
<br />
The same path and naming conventions as for .fnt generation discussed above apply here.<br />
<br />
Example code block for the letter A when no supplemental annotation file is present:<br />
<br />
...<br />
char 65 <b>(0x41)</b><br />
{<br />
height 18<br />
top 18<br />
bottom 0<br />
pitch 3<br />
xSkip 18<br />
imageWidth 20<br />
imageHeight 18<br />
<b>coord_s 197<br />
coord_t 64<br />
coord_s2 217<br />
coord_t2 82</b><br />
glyph 0<br />
shaderName fonts/stone_0_24.tga<br />
}<br />
...<br />
<br />
Items bolded differ from FNT format. The starting line expresses the value in hex. And rather than s, t, s2, t2 in fractional [0...1] floating point, the "coord_..." values are expressed (and editable) in pixel units.<br />
<br />
== When Editing ==<br />
Refont has a minimal parser. To keep it happy, preserve the file's line structure. In particular:<br />
* every REF and FNT file has the same number of lines.<br />
* all keywords within a block must be present, and in a particular order.<br />
* each block must have exactly the same number of lines (except for the special one at the end).<br />
<br />
The meaning of the font metrics are explained elsewhere (LINKS COMING SOON). The [[Q3Font]] article has an example of simple metric editing that is also pertinent to refont. <br />
<br />
== To Move Changed FNT or REF Data Back to a DAT ==<br />
<br />
q3font -compile <path to given .fnt or .ref file><br />
<br />
This reverses the -decompile process, to create a .dat file whose name is derived from the .fnt or .ref file. Importantly, this decompile/compile cycle leaves .tga/.dds files untouched.<br />
<br />
== The Annotation File ==<br />
When told to generate a REF file (but not FNT), refont.exe also looks for a file called "refont_char_annotations.txt", in the same folder as refont.exe. That file should have exactly 256 data lines in it, one for each of the codepoints, in order. As the REF is generated, the line that starts a codepoint's data block gets the corresponding annotation line appended to it.<br />
<br />
This is clearer with an example, here using a provided sample "refont_char_annotations.txt" specific to TDM's codepage. In that annotation file, the line for letter 'A' has this:<br />
<br />
0x41 is A<br />
<br />
(It is not required that hex "41", or any particular text, be present. It just makes it easier to author an annotation file if the lines are numbered. The presentation of the choice of character glyph, "A" in this example, is left to the annotation file. This allows refont to be used with other idTech3/4 games that don't necessarily used the TDM-specific codepoints.)<br />
<br />
Then the block in a generated REF file would have that string appended, but with " // " inserted.<br />
<br />
...<br />
char 65 (0x41) // 0x41 is A<br />
{<br />
height 18<br />
top 18<br />
bottom 0<br />
pitch 3<br />
xSkip 18<br />
imageWidth 20<br />
imageHeight 18<br />
coord_s 197<br />
coord_t 64<br />
coord_s2 217<br />
coord_t2 82<br />
glyph 0<br />
shaderName fonts/stone_0_24.tga<br />
}<br />
...<br />
<br />
Here are a few more interesting examples from that REF:<br />
...<br />
char 5 (0x05) // 0x05 is a control character, unusable in TDM<br />
...<br />
char 166 (0xa6) // 0xA6 is Š (not ISO 8859-1 ¦) (from A9 in ISO 8859-2) (TDM only)<br />
...<br />
As you see, the provided annotations are fairly minimal, as for "A" here, when the TDM codepoint matches that of ASCII, ISO-8852-1 ("Latin-1"), or Windows-1252 ("Western Europe"). But has more info otherwise.<br />
<br />
Annotations - these or the ones discussed next - live only in a REF file, and are not retained when converted to a DAT file.<br />
<br />
== Revising or Making Your Own Annotations File ==<br />
If creating your own refont_char_annotations.txt file, note that encoding upper-range characters in UTF-8 will be more universal than using Windows region-specific codepages. To enter a UTF-8 character using its four digit hex Unicode (say, in a range of interest 0x0080-0x00FF):<br />
* Under Windows, type the four hex digits followed by Alt-X.<br />
* Under Linux, hold down Ctrl+Shift, type U followed by the 4 digits; release Ctrl+Shift.<br />
<br />
When refont reads refont_char_annotations.txt, any line that starts with ";" will be ignored. The latter is so that you can put comments into the file, that will not propagate to the generated REF file.<br />
<br />
Other than that, be sure to have exactly 256 lines of annotations. A line can be empty, i.e., have only the linebreak.<br />
<br />
When generating a REF file, refont will automatically add " // " before each non-empty annotation, so don't include that.<br />
<br />
== Adding Your Own Annotations to a REF File ==<br />
Beyond the refont_char_annotation.txt content, you can add certain commentary to the REF file without it affecting its ability to convert to a DAT file. Here are the rules:<br />
* Don't add or subtract lines, or comment out non-blank lines<br />
* Feel free to append a comment to the end of a line, by beginning the comment with " //".<br />
* Likewise, on a line starting with "char" that had an annotation automatically added, you can revise the annotation as you see fit.<br />
<br />
Example with revision in bold:<br />
...<br />
char 65 (0x41) // '''Capital A was slightly clipped. Decremented s, s2 by 1. Looks OK now.'''<br />
{<br />
height 18<br />
top 18<br />
bottom 0<br />
pitch 3<br />
xSkip 18<br />
imageWidth 20<br />
imageHeight 18<br />
coord_s 196 '''// WAS: 197'''<br />
coord_t 64<br />
coord_s2 216 '''// WAS: 217'''<br />
coord_t2 82<br />
glyph 0<br />
shaderName fonts/stone_0_24.tga<br />
}<br />
...<br />
<br />
In this way, you can markup a REF file as a record of work to do, work in progress, or work completed.<br />
<br />
== Errors and Warning ==<br />
During the compile or decompile, errors and warnings may be generated in the console. Fatal errors are largely due to:<br />
* file i/o problems<br />
* deviations from the strict DAT, REF, and FNT formats.<br />
<br />
Warnings, which are not fatal, at this time are largely due to anomolous numeric values. The TDM engine can tolerant some of these, so they don't necessarily need fixing. The warnings could in theory be further improved in the future; see comments in the source code for ideas.<br />
== Downloads ==<br />
Release of March 3, 2024:<br />
* [https://drive.google.com/file/d/1ABf4771Jr1C1hKbLx4xWq8lx8Kn7HdKP/view?usp=sharing refont.exe]<br />
* [https://drive.google.com/file/d/17AmI0Z9ghj0AYx1EkmXjxvO7dzAjbB69/view?usp=sharing sample annotation file for English/European, recommended]<br />
* [https://drive.google.com/file/d/10txNXsSCtaTiT2iGT9o3iDxBU7HVYNxi/view?usp=sharing sample annotation for Russian, recommended.] To use, edit filename to remove "[russian]" substring.<br />
* [https://drive.google.com/file/d/1-k68eo0CHKZ-sM7JGP05axm49cc5De0T/view?usp=sharing source code: refont.cpp]<br />
<br />
{{tutorial}} [[Category:Fonts]]</div>Geephttps://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_2.12What's new in TDM 2.122024-02-25T02:12:40Z<p>Nbohr1more: /* Gameplay and Interaction */</p>
<hr />
<div><!-- keywords whats new --><br />
{{released|2.12|2024-03-03}}<br />
See the [https://bugs.thedarkmod.com/changelog_page.php?version_id=108 changelog] on our bugtracker.<br />
<br>Source Revision 10651<br />
<br />
<br><br><br />
'''<font size="5">The Dark Mod 2.12 Performance and Interaction Edition!</font>'''<br />
<br><br />
<br />
<font size="3"> <br />
<br><br />
A major focus for The Dark Mod 2.12 development cycle was to better handle light and shadow culling.<br />
<br>Mappers often have to carefully arrange visportals and adjust light radius values to ensure<br />
invisible lights are not stealing performance from a scene.<br />
<br>Many times, such optimization work looks nonsensical and requires mappers to rebuild their scene until<br />
they can make a sensible portal design.<br />
<br>The new culling optimizations make TDM far more resilient toward maps with poor portal design and bad lighting practices.<br />
<br>With this new optimization in place, new mappers will have greater leeway when optimizing their missions.<br />
<br>Even experienced mappers may see performance improvements because the culling algorithm can work on a more granular level than<br />
<br>traditional optimization techniques.<br />
<br>(Stgatilov did all the code work on this feature, with the team and community providing testing and feedback.)<br />
<br><br />
<br>Another major focus for this development cycle was to improve player controls, movement, and gameplay settings.<br />
<br>Concerning controls, new players were often unaware that bodies could be shouldered or that candles could be extinguished.<br />
<br>To address that, the frob controls were redesigned to be more context sensitive. First, the more common actions were mapped to the primary frob action. <br />
<br>Second, a new frob action, hold frob, was created for alternate actions.<br />
<br>Concerning movement, certain view movements were uncomfortable to some players.<br />
<br>To address that, the angles and speeds for leaning and mantling were adjusted to feel more natural and responsive. <br />
<br>Also, menu settings for head bob and mantle roll were added.<br />
<br>(Daft Mugi did the majority of coding on these changes, with the team and community providing testing and feedback.)<br />
<br><br />
<br>A special thanks must go out to community member '''Geep'''! <br />
<br>Over the course of 2.12 development, Geep has created Subtitles for nearly all AI barks <br />
<br>along with developing testing tools and procedures for this gargantuan task!<br />
<br>Geep also provided substantial feedback for our GUI and Subtitle design process and edited font data to improve text quality overall.<br />
<br><br />
<br>stgatilov added some enhanced visual features to subtitles so you can determine which AI is speaking when there are multiple speakers<br />
<br>Joebarnin identified a 2.11 bug that prevented arrows from colliding with AI and objects at certain angles and sent us a patch to fix it.<br />
<br>Dragofer has added native support for Turrets to TDM 2.12, in addition to many asset and code-change submissions.<br />
<br />
'''See our [https://forums.thedarkmod.com/index.php?/topic/22278-212-feature-discussion-threads/ Feature Discuss Threads] for more details about substantial changes.'''<br />
<br />
<br />
</font><br />
<br />
<br />
<br />
----<br />
<br><br><br />
<br />
== <br><br> <font size="4">'''Important CVARS''' ==<br />
<br />
=== <font size="4">PLAYER</font> ===<br />
<br><br />
tdm_holdfrob_* --- set of variables that affect the reworked frob controls.<br />
<br />
tdm_autosearch_bodies --- automatically take items attached to unconscious bodies on frob.<br />
<br />
pm_headbob_mod, pm_lean_* --- allows for the reduction of some player movements.<br />
<br />
{{clear}}<br />
<br />
=== <font size="4">HELPER</font> ===<br />
<br><br />
<br />
tdm_show_viewpos, screenshot_viewpos --- embedding viewpos into screenshots for better bug reports.<br />
<br />
tdm_open_doors, tdm_close_doors --- cheats to make mission testing faster. <br />
<br />
{{clear}}<br />
<br />
=== <font size="4">TROUBLESHOOTING</font> ===<br />
<br><br />
<br />
r_useLightPortalFlow, r_useLightPortalFlowCulling --- improved light-entity interaction culling. It has a major effect on shadows. This cvar is responsible for causing light leaks with stencil shadows, please report all of them! ([https://forums.thedarkmod.com/index.php?/topic/22241-new-shadow-leaks-in-212-dev-builds/ thread])<br />
<br />
r_useNewRenderPasses --- selects from several renderer backend code paths. This is similar to the old r_useNewBackend cvar, which has been deleted.<br />
<br />
r_shadowMapSinglePass --- faster code path for filling shadow maps.<br />
<br />
r_useEntityScissors, r_animationBounds --- improved bounds estimates for rendered entities.<br />
<br />
r_skipEntities, similar to "filter entities" in DarkRadiant<br />
<br />
r_postprocess_dither --- new dithering in tonemap postprocessing for less color banding.<br />
<br />
r_shadowMapAlphaTested --- experimental mode for alpha-tested surfaces with shadow maps, where transparent areas of texture don't cast shadows.<br />
<br />
s_realTimeDecoding --- selects code path for decoding sound samples.<br />
<br />
tdm_subtitles_* --- many cvars for subtitle improvements (location cue, duration extension, debug text).<br />
<br />
{{clear}}<br />
<br><br />
<br />
== '''Graphics''' ==<br />
<br />
* Optimized generation of light-entity interactions in rendering frontend. Also greatly optimized shadow processing, especially for moving lights. Unfortunately, many existing missions are not compatible with these changes, so you might see light leaking through walls (mainly with stencil shadows). Please report all such cases; we'll apply a workaround on a case-by-case basis. [[New_light_leaks_in_2.12]]<br />
<br />
* The "old" and "new" rendering backends are finally merged into one. It is as nice to program as the new backend, and as old-fashioned and reliable as the old backend. Single-pass shadow maps are enabled by default and now respect noselfshadow.<br />
<br />
* Materials with polygonoffset now interact with lights. So static decals can have bumpmap and specular lighting. Note, however, that dynamic decals still don't interact with lights.<br />
<br />
* Revised parallelSky lights and marked shadowing parallel lights as deprecated.<br />
<br />
* PNG image format now behaves equally to other supported formats. In particular, it is not required to explicitly specify its extension, and it can be referenced directly in GUI code.<br />
<br />
* Added functions min/max to material expressions, which can be useful for clamping.<br />
<br />
* Fixed minor culling bugs on animated entities and enabled entity scissors by default.<br />
<br />
* Reduced color banding for fog with some dithering at tonemapping stage.<br />
<br />
* Fixed and revised underwater "double vision" effect.<br />
<br />
* Finally, our C++ code can compress and decompress all texture formats we use, meaning that we no longer depend on occasionally buggy/slow vendor implementations. <br />
<br />
{{clear}}<br />
<br><br />
<br />
== '''AI''' ==<br />
<br />
* Added automatic turrets, to be combined with security cameras (Thread).<br />
* Fixed some issues with the moor AI (6345).<br />
* Added the canCloseDoors spawnarg on AI, which allows mappers to block closing only (6460).<br />
<br />
{{clear}}<br />
<br><br />
<br />
== '''Mapping''' ==<br />
<br />
* Light entities now support noPortalFog spawnarg (6282).<br />
* Added mission.cfg as a temporary way for a mission to override non-archived cvars (5453).<br />
* Extended dmap diagnostics to info_portalSettings, improved editor descriptions (6224).<br />
* r_showportals 2 is now easier to understand.<br />
* Added r_skipEntities cvar, similar to "filter entities" in DR.<br />
* Added editor spawnargs for volumetric light properties (6322).<br />
* Added "forceShadowBehindOpaque" (entity based ) hack to workaround shadow leaks in old missions (5172).<br />
* Added "forceAllShadowsBehindOpaque" ( worldspawn \ global ) hack to workaround shadow leaks in old missions (5172).<br />
* Can set spawnarg "douse 0" on damageDef to not extinguish lights from splash damage.<br />
* Added setFrobMaster script event.<br />
* Added script-based stim type, which triggers only when stimEmit script event is called.<br />
* Added on/off script events to the func_emitter entity.<br />
* Added setSmoke script event to change particle decl for a func_smoke.<br />
* Added hasInvItem script event to check if the player has some item.<br />
* Added launchGuided script event to start guided projectiles.<br />
* Added getInterceptTime script event for shooting projectile and running target.<br />
* Added "bounce_sound_min|max_velocity" spawnargs to control projectile bounce sounds.<br />
* Added "postbounce_*" spawnarg to change projectile properties after bounce.<br />
<br />
{{clear}}<br />
<br />
== '''Coding''' ==<br />
<br />
* Upgraded libpng and rebuilt third-party packages.<br />
* Fixed some uninitialized values, float overflows, and NaNs across the code.<br />
* Several script addons can now coexist and work independently (thread).<br />
* Default value of com_maxfps increased from 144 to 300.<br />
* Improved idEntityPtr, fixed some warnings.<br />
* Simplified flee script event, supported fleeing from non-actor entity and fleeFromPoint.<br />
* CFrobLock now supports script events: Lock, Unlock, ToggleLock, IsLocked, IsPickable (6329).<br />
* Added a cvar to modify all head-bobbing settings (6310).<br />
* Area references are stored as Indexes rather than Pointer lists<br />
<br />
{{clear}}<br />
<br><br />
<br />
== '''Assets''' ==<br />
<br />
* Added automatic turrets, to be combined with security cameras (Thread).<br />
<br />
* Added more covered furniture models (6289).<br />
<br />
* Added wall models from the Seeking Lady Leicester FM (6293).<br />
<br />
* New and fixed versions of atdm:lamp_electric_square_3_lit_unattached (6315).<br />
<br />
* Fixed UV map on Stove models (6312).<br />
<br />
* Added forest models from The Valley abandoned mission.<br />
<br />
* Improved Merry Chest prefabs (6459).<br />
<br />
* Improved normal map of long banners (6355).<br />
<br />
* Fixed overbright skins for nature bushes (6478).<br />
<br />
* Fixed grandfather_clock_victorian_01 model (6383).<br />
<br />
* Tweaked fogging of health potion.<br />
<br />
{{clear}}<br />
<br><br />
<br />
== '''Gameplay and Interaction''' ==<br />
<br />
* Frob controls have been reworked completely. Previously players were annoyed by having to do three presses to extinguish a light. Also, some players were not aware that bodies could be shouldered and were limited to only dragging bodies. Now simply clicking the frob button performs the action that players need most of the time, and pressing and holding the same button performs alternative actions, such as dragging bodies and extinguishing candles ([https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/ thread]).<br />
<br />
* Several aspects of mantling have been improved: overhead mantling has become faster, mantling over low obstacles is now allowed while carrying an item or a body. It is now also possible to switch weapons while being on a rope, ladder, or while mantling. Pressing the crouch button while on a rope or ladder now immediately starts a slide-down.<br />
<br />
* Some aspects of gameplay can be further simplified: The auto-search bodies setting is for players who don't want to waste time searching for keys and coin purses on AI bodies. Lockpicking "Auto" difficulty now simplifies lockpicking ([https://forums.thedarkmod.com/index.php?/topic/22249-212-auto-search-bodies/ thread]).<br />
<br />
* The leaning animation has been improved with lower head tilt ([https://forums.thedarkmod.com/index.php?/topic/22211-feature-proposal-new-lean-for-tdm-212/ thread]).<br />
<br />
* Added more settings to reduce camera bobbing/rolling/shaking, which is good for players who feel motion sickness from default camera animations.<br />
<br />
* Optimized and fixed some issues with the Tears of Saint Lucia FM.<br />
<br />
{{clear}}<br />
<br><br />
<br />
== '''GUIs''' ==<br />
<br />
* '''Subtitles have been added to all current AI barks!!! ( Courtesy of Geep, with a few additions by Datiswous and MirceaKitsune )'''<br />
<br />
* Further improvements of subtitles: revised location and font to avoid overlapping with other GUI elements, added directional cue, and better slot allocation. Each subtitle is now displayed for at least one second even if the sound is very short.<br />
<br />
* Supported -durationExtend for inline subtitles (6262).<br />
<br />
* Fixed text and background alignment in mission lists (6337)<br />
<br />
* Support for fonts aspect ratio correction (6283).<br />
<br />
* Added 30 FPS option to max FPS selection in the settings menu. <br />
<br />
{{clear}}<br />
<br><br />
<br />
== '''Sound''' ==<br />
<br />
* Fixed bug that stereo sample plays for 2x duration due to length confusion.<br />
* Fixed WAV sounds playing in the main menu; all sounds are streaming now (6330).<br />
* Fixed wench AI sounds (6284).<br />
* Player footstep sounds have been rebalanced. Metal and water sounds were especially painful previously.<br />
* Removed pause from looping sound machinery/machines/m3_loop (6384).<br />
<br />
{{clear}}<br />
<br />
{{whatsnew|sort=212}}</div>Nbohr1morehttps://wiki.thedarkmod.com/index.php?title=LightgemLightgem2024-01-15T11:48:02Z<p>Datiswous: some more text</p>
<hr />
<div><!-- <br />
<br />
Page text made by forum user Fiver: https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/&do=findComment&comment=491145 <br />
<br />
--><br />
[[File:Hud.jpg|right|thumb|The lightgem is shown as part of the [[The_Dark_Mod_Gameplay#HUD_(Heads-Up_Display)|HUD]]:<br/>2. A breath indicator when underwater<br/>3. The lightgem itself<br/>4. A health indicator.<br/>Two wings flank the lightgem indicating if the player is crouching.]]<br />
<br />
The '''lightgem''' is a light indicator on the [[The_Dark_Mod_Gameplay#HUD_(Heads-Up_Display)|HUD]] and an important part of [[The Dark Mod Gameplay]].<br />
<br />
The lightgem itself indicates how visible the player is. The visibility is based on how much light is hitting the player, but also depends on whether you are crouched, moving, have a weapon drawn, or being under water.<br />
Use of the lightgem can be practiced in the [[Training Mission (OM)|Training Mission]], primarily in the room Stealth & Shadows."<br />
<br />
The wings on either side of the gem indicates when the player is crouching.<br />
<br />
Below the lightgem is a health indicator. When the player is injured, a small red bar appears below the lightgem. The bar shows how much health you have left and decreases from right to left. Health potions and various types of food will replenish health. The bar remains visible until the health is fully restored.<br />
<br />
Above the lightgem is a breath indicator. When the player is under water, a small blue bar appears above the lightgem. The bar shows how much air you have left and decreases from right to left. When the bar runs out, you'll begin to take damage. Surfacing or using a Breath Potion will restore your air bar.<br />
<br />
The lightgem is an object that the player always carries and is not visible in the inventory.<br />
<br />
A user can disable the lightgem and the wings in Settings - Gameplay - General - Hide Lightgem. The health indicator and breath indicator will remain visible.<br />
<br />
[[Category:Equipment]]</div>Datiswous