See hereto participate in testing 2.05.
Hope you enjoy them! There might be a bit of a learning curve, but before you know it you'll be creating scenes like these:
- demagogue, Bikerdude, AluminumHaste and 28 others like this
Jump to content
Posted by Springheel on 27 November 2016 - 11:35 AM
See hereto participate in testing 2.05.
Hope you enjoy them! There might be a bit of a learning curve, but before you know it you'll be creating scenes like these:
Posted by nbohr1more on 12 July 2016 - 04:48 PM
The team here at Broken Glass Studios is very pleased to announce the latest update to TDM!
The update to 2.04 is primarily a bugfix release but has over a year's worth of fixes. Some changes will be noticeable right away, while others will take a while to appear in new maps.
To apply the update, simply run the tdm_update.exe file in your darkmod folder. (Note that saved games from earlier versions will not be compatible with 2.04, so finish any missions you are playing first). Some of the improvements are listed below. To see the full changelog, see below -
Better Coordinated Searching:
The changes in 2.03 caused AI to develop a choke-off pattern to more accurately reflect how people in groups would coordinate a search effort. It was found that this change often caused AI to remain stationary around the last known whereabouts of the player (causing the player to wait endlessly for the cooldown process). 2.04 now prompts isolated AI to move around more and investigate hiding spots within a radius of the alert region. This will give players more opportunities to make daring escapes or maneuverability to better reach a point of advantage to the AI.
Ai now noticed dropped weapons!
Even the TDM team developers were surprised to find that no prior release had code support for AI noticing dropped weapons. This has been added so now all your weapon hiding antics are meaningful as expected!
Grid Based Inventory option:
We were fortunate to gain a new mouse navigated grid-based inventory manager thanks to a new forum contributor, Durandall.Thank you! To activate, bind a key to _impulse30 in the console or Darkmod.cfg. For example -
Pickup up stuff without clunking:
In previous TDM versions, players would often create unintentional alerts by clunking candles, bowls, or other moveables against the table-top when trying to lift them. This became so frustrating that Sotha and Goldwell began using stationary snuff-able candles in their missions to avoid this scenario. Now the grabber more smoothly moves objects into manipulation range and with a middle-click centers them on the screen directly in front of the player for easier manipulation.
While developing breakable display cases for an upcoming mission, it was discovered that the whole breakable system was in poor shape. Crack decals would disappear after a small amount of time, rotated models would spawn pre-fractured, objects thrown through glass with zero-health would simply pass through without shattering it, and the fracture code itself caused a memory leak and save-game crash. SteveL spent a great deal of time sorting out these problems and updated the glass shader rendering as well.
Better looking Glass:
Along with SteveLs rendering fixes, AluminumHaste repaired or improved many of the stained-glass materials. Finally, I improved the flask glass shader (using fixes discovered by Obstortte and Arcturus).
Decal Fixes :
One of the oft-mentioned visual annoyances has been decals that seem to pop over distant objects rather than staying on their associated surface. This was tracked to OpenGL depth offset range behavior. It seems that Doom 3 has this set to an absurd 600 units (probably to work with DepthHack particles, which are a precursor to soft-particles in modern engines). 2.04 changes this range to reduce or eliminate this problematic behavior. This will also reduce the likeliness of z-fighting in missions and save on some overdraw.
A new quicksave safety system has been implemented. Save files are now written with alternating filenames rather than repeatedly overwriting the existing file. For a variety of reasons, the host OS has run into problems with rapid requests to write and overwrite these files leading to either corrupt or lost saves. The new system should be far less prone to this. It currently alternates between two files but can be set to any number you prefer with the com_numSaveGames console argument.
Improved Load Times:
While not a huge jump, it was found that particle bounds were determined via a lengthy Monte Carlo simulation. This has been scaled back to a simpler bounds calculation resulting in shorter map loading.
Sound values are now prevented from being sent to the audio device with negative volume (invalid values) causing popping sounds. A new override system allows mappers to replace the ambient sound easily with another sound of their choice.
Russian & Romanian language improvements:
Thanks to the hard work from folks at the Darkfate Community, we now have better Russian translation and fonts.Similarly, the Romanian translation has been fixed to remove characters which do not have associated fonts yet for a more legible Romanian interface.
(Coming Soon) FREYKS INSTALLER
For the past few releases, freyk has been creating an installer tool to assist users who are not good with portable file setup in Windows or address dependency issues in Linux. We are now adding this tool to the official installation page as an alternate option.
As with any release, general bug fixes have been addressed. Of major note is the Card Player savegame crash, breakable savegame crash, AI scooting themselves out into the void, and a fix for a memory leak in the SEED system. Logspam has been significantly reduced in both the LOD\SEED system and in DMAP compiling leading to dramatic performance improvement in the latter.
Posted by Springheel on 08 October 2013 - 08:31 AM
It's finally here! Announcing the new, standalone TDM 2.0!!
There are a tremendous number of changes in TDM 2.0, but I'll try to summarize them all.
Standalone: First and most importantly, The Dark Mod is now completely standalone, which means you no longer need to own Doom3 to play it! We have spent a tremendous amount of time and energy replacing all the sounds, textures, particle effects, and models that we had been using. Hopefully this will open up a whole new audience of people who didn't want to have to purchase a different game in order to try The Dark Mod.
In addition to going standalone, the following improvements have been made:
AI Improvements: There have been lots of additions and fixes to AI behaviour; characters will now greet each other more regularly, and will properly call for help when they're in trouble. Guards can now hear slightly better, and we have included a new AI Vision slider to the menu, so the player can adjust how sensitive they want AI vision to be. Characters react to bodies in more varied ways now. A bug that made AI very easy to kill has been fixed. Archers will draw melee weapons if the player gets too close. Guards will turn towards doors that open unexpectedly. There are new vocals for specific situations, like when guards are getting shot at and can't see their opponent. Searching behaviour has been improved. Plenty of old bugs, like the one where AI would sometimes attack with an empty fist, have been fixed.
New Gameplay: AI can now hear collapsing bodies, especially if the body is wearing plate mail and falls on a hard surface. No longer will a guard stand oblivious while his friend collapses to the ground two feet behind him. The player will have to give some thought to where they take down opponents if there are other guards in the area.
Audio Improvements: In addition to replacing dozens of Doom3 sounds, two new vocal sets have been added to the game. Footstep sounds have been improved. Big changes have been made to the sound propagation system that will allow mappers a lot more control over how players hear sound; for example, mappers can now make doors block different amounts of sound depending on their thickness, or can control how much sound passes through windows or small holes.
Graphical Improvements: You should notice a number of improvements to some character models, especially the skeleton, townsfolk, and beggar characters. Arrows will now leave blood-stains.
There have been plenty of other bug-fixes, like removing the ability to hide in the shadow of an object you're carrying (no more sneaking under a crate umbrella). See the full change-log here: http://wiki.thedarkm...new_in_TDM_2.00
Updates to Missions:
Because of the removal and replacement of Doom3 assets, some missions that used them are no longer compatible with TDM 2.0. About two dozen missions have updated .pk4s to fix these issues. New players can ignore this, but if you're playing missions that you downloaded before 2.0, you may have trouble trying to run them. Most are fine, but a few missions will just crash while loading, and others will load but will have odd visual problems. It is highly recommended that you delete all previously downloaded missions after updating to 2.0!
Going standalone has been a mammoth undertaking. There were literally hundreds of assets that needed to be replaced, and around seventy maps that had to be checked to see whether any of those replacements broke anything. We've been testing for months, but it's almost certain that we missed something, somewhere. If you see a black texture, a model buried in the floor, or something else unusual in a map, please let us know. If it was caused by 2.0 changes, we'll make sure we fix it in the next update.
Thanks to everyone on the development team, and those in the community that helped us replace missing assets and test missions!
To update your TDM installation, simply run the tdm_update.exe file in your darkmod folder. Your darkmod folder no longer needs to sit under Doom3, and you can move it wherever you like (though make sure it is still called "darkmod"). (If the updater fails to start, check to see if a _tdm_update.exe file (note the underscore) has been created in your folder. If it has, rename _tdm_update.exe to tdm_update.exe and run it.)
To download TDM 2.0 for the first time, please follow the download instructions on the website here: http://www.thedarkmod.com/downloads/
Not sure what TDM is? Watch an introductory video here:
Posted by fllood on 27 March 2015 - 08:10 PM
Got back to DR and added a few rooms to my WIP ...
Posted by kingsal on 26 May 2016 - 08:05 PM
I've been a fan of the TDM community for some time now. Over the last year or so, I've been chipping away at an FM of my own and it's finally ready for release.
Volta and the Stone
volta_logo.jpg 77.9KB 1 downloads
Volta and the Stone is a fairly large Thief-style mission (Lord Bafford's Manor).
It is the first mission of a campaign that follows the Thief and his encounter with an archaic and powerful force.
The campaign will span from robbing noble houses to being hunted by malevolent creatures from beyond the Veil.
The emphasis is on creating a mood and tone that will hopefully feel familiar to fans of The Dark Mod and the original Thief games.
Available through in-game downloader.
Or here (Updated to 1.1):
A few notes
If you are stuck or need help:
Please PM me or post spoiler free in this thread. I will make an FAQ with hints as they come up!
Thanks: Bikerdude, Oldjim, Taquito, Melan, and Goldwell for beta testing.
Special thanks: to FinalBoss and Tins for early alpha testing.
I hope you enjoy it!
Volta_and_the_Stone_01.jpg 48.44KB 1 downloads Volta_and_the_Stone_02.jpg 32.15KB 1 downloads Volta_and_the_Stone_03.jpg 53.19KB 1 downloads Volta_and_the_Stone_04.jpg 42.54KB 1 downloads Volta_and_the_Stone_05.jpg 47.9KB 1 downloads Volta_and_the_Stone_06.jpg 30.45KB 1 downloads
Posted by kingsal on 20 May 2016 - 02:31 PM
I've been a fan of the TDM community for some time now. Over the last year or so, I've been chipping away at an FM of my own...
Volta and the Stone
Is ready for release, but only after a little beta test.
volta_logo.jpg 77.9KB 2 downloads
Volta and the Stone is a fairly large 2-3 hour Thief-style mission (Lord Bafford's Manor). It is the first mission of a campaign that follows the thief and his encounter with an archaic and powerful force. The campaign will span from robbing noble houses to being hunted by malevolent creatures from beyond the Veil. The emphasis is on creating a mood and tone that will hopefully feel familiar to fans of The Dark Mod and the original Thief games.
I'm looking for a few beta testers to help with the release (5 or so people).
I'd ask that beta testers have some time available to give constructive feedback and willing to explore a fairly large level. Please PM for a download link.
Now for a few screenshots:
Volta_and_the_Stone_03.jpg 51.2KB 2 downloads Volta_and_the_Stone_04.jpg 40.89KB 1 downloads Volta_and_the_Stone_02.jpg 30.78KB 1 downloads Volta_and_the_Stone_01.jpg 47.08KB 1 downloads Volta_and_the_Stone_07.jpg 39.17KB 1 downloads Volta_and_the_Stone_06.jpg 29.11KB 1 downloads
Posted by Goldwell on 08 May 2016 - 10:48 PM
Thank you for downloading and playing the sequel to Accountant 1: A Noble Home this FM picks up right from where we left off in accountant 1.
This is the second part in my five part series following Corbin on his journey to discover who and what the accountant is.
This mission is a little different to what you may expect from a Thief mission but still has plenty of classic Thief moments as well. This is the largest mission I have ever built with an average play through lasting between 2 - 3 hours.
A few aspects in game are different to what you may expect as well and those are:
- Candles are pinchable (frob to put out instead of pickup)
- Food has been hot fixed so now it heals you for 10 health points when eaten
- Doors that are missing handles means you cannot enter that room/building
- All secrets can be found before you enter the sewers
As a little piece of fun trivia there is a small cameo in my mission from a very special guest. He is a longtime voice actor in the industry and you may know him from roles such as Deckard Cain in Diablo, Captain Price in Call of Duty, Elder Lyons in Fallout 3, or just about any Nordic character in Skyrim.
In addition to all of the fantastic people who have helped me along the way I have personally spent a lot of time, effort and energy devoted to bringing this out to you all so I hope you can enjoy the fruits of my labor and have fun!
a.jpg 105.55KB 0 downloads b.jpg 70.65KB 0 downloads c.jpg 103.2KB 0 downloads d.jpg 91.83KB 0 downloads e.jpg 60.98KB 0 downloads f.jpg 62.51KB 0 downloads
Available via in-game downloader or at the link below
File size: 358 mb
Posted by Melan on 03 October 2015 - 08:44 AM
More of Penny Dreadful 3:
Posted by Melan on 08 July 2014 - 02:16 PM
Penny Dreadful is a fan mission series dealing with the exploits and misfortunes of Gerald Foxley, lowlife and common opportunist. To stick with the theme of lurid and disreputable pulp literature, these missions are planned to be nasty, brutish and short (more or less). They also allow me to experiment with gameplay ideas which do not fit TDM standards.
In the first episode, The Grail of Regrets, what started out as a routine case of extortion ended with Gerald in the possession of the eponymous Grail. In the second, we will quickly learn that his newfound fortunes would be even shorter than anticipated...
All the Way Up
"Some say sudden wealth is a blessing, but those people are suckers. Me, I am the more careful kind. So when it turned out The Grail of Regrets, this sinister relic I dug up from a long-forgotten undercellar, brought in an unexpected number of the rich and influential, I knew my only course of action was to sell, and do it quickly.
My best offer came from Archibald Flint, the boss of Fiddler's Hill and its merry men: one of the bigger names in the business, and as they say, the occult. Not that I would say no: if a man like him wants something, an independent can only hold out so long as he has contacts left - or fingers. Trouble is, someone else also wanted to do him a favour...
On my way to Fiddler's Hill, I took a shortcut through Willett's Bridge, an antique thoroughfare bypassing some of the slums I wanted to avoid. The place enjoys a bad reputation - high tolls, confiscated cargo, and a series of gruesome accidents. Not the best place to be seen carrying a precious relic, but when you are in a hurry it is easy to make mistakes.
The ramshackle mansion above belongs to a man named Messer Montrose, a factor who lords over the place with a group of thugs, and whose contacts with the Bailiff of the nearby jail has made him above the law. His men were waiting for me high above the city, and after a savage beating, threw me over the bridge down into the muddy streets. And so..."
MEGA (43 MB)
...and the mission downloader!
***Performance warning***:due to its construction, this mission's hardware requirements exceed the TDM baseline. The mission has been tested on a variety of configurations, and generally produces acceptable frame rates on contemporary or slightly out of date hardware. Some older PCs may experience significant slowdowns in the open areas, which may render the mission unplayable for some people. I offer my apologies for this inconvenience -- optimalisation should be credited to Bikerdude, while the remaining problems are all mine. You will need TDM 2.02 to play this mission.
Special thanks: to my testers; Airship Ballet, AluminumHaste, Lux, Obsttorte, Premier, Skacky and Xarg for detailed and thorough feedback, which has been invaluable. Springheel for the custom GUI and loading screen, RJFerret for help with objectives, Goldchocobo & Co. for voice acting, Grayman for gib generation and, last but not least, the Canon Texture Project for various canonical textures.
1.1 update note: This mission has been released in an updated version. This update contains a number of small bugfixes, it adds slightly more equipment on lower difficulties, and cuts down on file size by removing duplicate assets which have been incorporated into the TDM core since the mission's release (43 instead of 102 MB!). Thanks are due to my testers, Bikerdude, lowenz, nbohr1more and Oldjim.
Posted by Springheel on 07 July 2014 - 03:44 PM
Posted by Springheel on 24 March 2014 - 08:17 PM
Posted by Springheel on 02 February 2014 - 08:44 AM
Posted by Melan on 28 July 2013 - 02:11 AM
Penny Dreadful is a new fan mission series dealing with the exploits and misfortunes of Gerald Foxley, lowlife and common opportunist. To stick with the theme of lurid and disreputable pulp literature, I plan these missions to be nasty, brutish and short. I will work on them when I get burned out with the campaign, or after we finish it.
The Grail of Regrets
"A few days ago, I received note from a man by the name of Grimy Morgan. I have bought the odd trinket from him before - he is one among the hundreds of workers labouring to keep Bridgeport's electricity supply going, and his kind always finds the most unusual things...
Morgan rigs water arrows in his underground lair, and occasionally, he is able to palm the odd piece of wind-up machinery when his superiors aren't looking... and most aren't looking too hard. This time though, he promised something more, a passage he'd discovered below the power junction he works in.
Morgan hasn't contacted me again, and I am starting to think he may be looking for other offers, or thinking of getting his hands on whatever's there on his own. So much for gratitude...
Whatever this is, he should have learned to keep his mouth shut. My name shall not be Gerald Foxley if I cannot claw my share from his hands - the only question is how much punishment he is prepared to take before paying up...
MEGA (24 MB)
...and the mission downloader!
Special thanks: to my testers, Bikerdude, skacky, TylerVocal, nbohr1more, Springheel and Premier, for detailed and thorough feedback. Springheel for the custom GUI, loading screen, and much appreciated criticism. Bikerdude for several performance and aesthetic fixes. All mistakes remaining are mine.
1.1 note: This mission has been released in an updated version. This update contains minor bugfixes, and cuts down on file size by removing duplicate assets which have been incorporated into the TDM core since the mission's release (24 instead of 72 MB!). Thanks are due to the betatesters of this new version, Bikerdude, lowenz, nbohr1more and Oldjim.
Posted by Capela on 25 September 2015 - 02:24 PM
Hi all, I've been very busy with my real life work, but still working on the map, slow but still here. Just one more Pic, remember its a WIP, many things arent there yet. But i feel the need to share something at this time.
And just another Pic
Posted by Constantine on 04 March 2015 - 07:23 AM
Posted by ERH+ on 13 May 2014 - 02:19 PM
I would second what Goldwell says. Not every TDM mission has to be part of the TDM universe. The main point is that it is entertaining.
Posted by Goldwell on 13 March 2014 - 06:41 PM
Posted by kyyrma on 29 November 2014 - 09:21 AM
Posted by Springheel on 18 April 2014 - 06:36 PM
I'm happy to announce the release of A Reputation to Uphold.
This mission continues the story of the thief Corbin, as he deals with the consequences of his actions against Sykes in A Score to Settle (though it is not necessary to play that mission first).
This mission was meant to be a speed-build, and relies heavily on prefabs, both existing ones and ones I created. Build time turned out to be about three months.
I tried to do something a little different to increase the replay value of this mission. Instead of typical difficulty levels, there are three different gameplay styles, each of which present a unique challenge. I'd like to think it's worth playing all three, but don't start with "Timed" first, as it's the most difficult.
Special thanks: grayman for help with many problems; Goldwell and Narrator for additional vocals; Sotha for his lean and urinate animations; Flanders, Skacky and Bikerdude for map elements; Bikerdude, Airship Ballet, Xarg, Araneidae, and Goldwell for beta-testing, and to Melan and everyone else who contributed prefabs to TDM.
Note: the Break-in difficulty introduces a slightly different style of gameplay; your lightgem is always 4 levels higher than normal, which means nearby ai can see you even in total darkness. You'll need to use cover and distance to remain undetected.
edit: please make sure you have Version 2 installed. This version fixes a mod issue that caused the mission to end too early if AI were alerted early in the mission.