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#397716 Springheel's Modular Building assets, 2.05

Posted by Springheel on 27 November 2016 - 11:35 AM

 
module-instructions.jpg

 

edit:  I've created a video series to showcase the new modules and give examples of how to use them:  http://forums.thedar...ls-205-modules/

 

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:

Attached Files


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#422106 TDM 2.06 Released!

Posted by Springheel on 27 May 2018 - 02:47 PM

After a lengthy public beta phase, we are proud to announce the release of The Dark Mod 2.06!

The Dark Mod has undergone a lot of reorganization under the hood. A substantial amount of work was done to improve rendering performance and overall framework tech. Legacy OpenGL methods have been replaced with their equivalents in modern OpenGL. This is also the first TDM release to offer a native 64-bit build.

A full changelog can be viewed here, but some highlights include:

Better Visuals: Duzenko and Stgatilov have implemented a Soft Shadows option that finally removes the sharp edges of TDM shadows. This has a huge impact on the visuals of TDM missions. This option is currently labelled “Experimental” in the menu as we have had reports of issues on certain hardware. See here if you are experiencing flickering or other problems.

Better Sound: EFX audio now allows users without Creative hardware to enable EAX in the menu—a feature that processes reverb data and changes sounds based on the surrounding environment. Currently, only a few maps, like Volta 2: Cauldron of the Gods, by Kingsal, are set up to use EAX effects, but since all users can now benefit from it, mappers are encouraged to use this feature going forward. Interested mappers should see here.

Better Menus: The TDM menus have also been given a visual update, boosting the resolution and adjusting the graphics for widescreen monitors. Durandall has added scrollbar functionality to the mission menus, and Obsttorte has implemented a new menu option that allows users to customize the size and opacity of HUD elements, complete with a visual preview.

New Assets: A new set of Springheel's architectural modules is included in this release--a set of 50 models for creating church interiors. A number of new models have been added to other sets. Also included is a huge number of new prefabs, allowing mappers to quickly and easily create detailed map sections, as demonstrated in Springheel's Speedbuild series.

Better Mission Intros: This is the first TDM release to offer video codec support other than ROQ. TDM 2.06 allows for FFMPEG video support, which means that mappers will now have an easier time adding video briefings to their missions.

Better Gameplay: An error that kept food from restoring health has been fixed, and all food will now restore a certain amount of health when eaten. Guards can now sleep and wake up while seated.

Better Performance: Finally, experimental multi-core support is included for the first time, via patches from Cabalistic's VR branch. While this can cause performance enhancements, it is currently in "Experimental" form as some users may experience random crashes with this option enabled. Uncapped FPS is also now an option for users after this update.


To update, simply run the tdm_update.exe file in your darkmod folder. Please be aware that old saved games will not be compatible with 2.06, so finish any missions you might be in the middle of first!

Attached Files


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#402413 Let's Map TDM With Sotha: The Bakery Job

Posted by Sotha on 23 February 2017 - 02:45 PM

Hello! I'm making a small/tiny 1-5 room mission, and recording the building process as a video. I'll upload the videos here as I go forward with the project. The series should give new mappers some idea what it takes to make a TDM mission. It will also teach the basics of modular building.
 
ATTENTION! These videos fully document the build process of the mission. If you want to play the mission without spoilers, please refrain from watching the videos until the mission is released and you've completed it. Massive spoilers start now!
 
Part 1: Introduction

 

Part 2: Modules

 

Part 3: Basic Geometry

 

Part 4: Basic Backyard

 

Part 5: Interior Details

 

Part 6: Backyard Details
https://www.youtube.com/watch?v=f-oFxWs8cWQ

 

Part 7: Lights
https://www.youtube.com/watch?v=NWthnjWVUhA

 

Part 8: Monsterclip & AI

https://youtu.be/mzpsVyhzz7E

 

Part 9: Objectives & Readables

https://youtu.be/79L1BGyM9kY

 

Part 10: Sounds

https://youtu.be/Pt3Nd9vYMtA

 

Part 11: Finishing Touches

https://youtu.be/UKiWL6HewAM

 

Part 12: Briefing & Packaging

https://youtu.be/XTkrFjit-RM

 

Part 13: Betatest Fixes

https://youtu.be/iBsVo3qQXaM


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#391849 TDM 2.04 released!

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 -

http://wiki.thedarkm...new_in_TDM_2.04



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 -

  • bind t _impulse30

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.
 
Improved Breakables:
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.

Quicksave Backups:
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 Fixes:
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.
 
Bug Fixes:
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.

 

Discussion:

http://forums.thedar...od-204-is-here/


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#415352 Fan Mission: Volta II - Cauldron of the Gods by Kingsal (11/30/17) UPDATE: v2.0

Posted by kingsal on 30 November 2017 - 08:34 PM

CG2LF5F.jpg?1

Hello everyone! I'm excited to bring you Cauldron of the Gods, the second mission in the Volta series.

This mission is large, so I'd expect anywhere from 1.5 - 2+ hours depending on your play style.

**Hard and Expert difficulties increase AI awareness, patrols, and amount of health potions in the level.**

 

 

Download version 2.0 (requires 2.06):

Cauldron v2.1

Available in the in-game downloader.

 

Credits:

Vocals:
Andrew Bartmess - The Thief / Narrator
Goldwell - Bellero / Drunk Nobleman
Yandros - The Manbeasts
Modeling:
Epifire - Builder props
Drdocker - Rock models
**See cauldron_v1/models/model_credits.txt for full list.
Music Credit:
Ghast, Gigagooga, Sephy, Spadey
**See cauldron_v1/sound/sound_credits.txt for full list.
Scripting help: 
Obsttorte, SteveL 
 
Special thanks to these awesome beta testers: 
Bikerdude, Boilder's_hiss, Epifire, DrDocker, FinalBoss, Goldwell, Judith, Springheel

 

New to TDM?

-This level might be challenging for new players. I'd recommend playing the tutorial first.

- I'd also recommend playing Volta and the Stone before this mission.

 
Stuck or having a problem?
Spoiler
 
Tips:
Spoiler
 
A couple screen shots:
FUuyRwc.jpg?1
 
GWNZmOf.jpg?1
 
6uelMQe.jpg?1

 

I hope you enjoy it!

-Kingsal


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#321479 TDM 2.00 (standalone) released!

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:


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#426764 Fan Mission: The Warrens (by grayman) (2018/9/1)

Posted by grayman on 01 September 2018 - 03:54 PM

Announcing the release of the fourth William Steele mission!

Attached File  mission_start.jpg   286.03KB   0 downloads

Summary

Steele is in what’s left of the quarantined Warrens, where he searches for the elusive murderer Gyles Deacon and evidence that Deacon was responsible for murdering Steele’s parents.

 

The William Steele Missions

The Warrens is the fourth of several Steele missions. Altogether they'll tell a story of corruption, greed, and revenge. At some point, I might package them as a campaign, in addition to the single missions. (We’ll see about that.)

 

If you haven’t played WS1: In the North, WS2: Home Again, or WS3: Cleighmoor I suggest you complete those before playing WS4: The Warrens.

Download

The mission is available from the in-game download page.

 

In addition, it can be obtained here. Place ws4_warrens.pk4 in your fms folder. TDM will recognize it as a new mission.

Build Time

Nearly 4 years.

 

I18n

 

The Warrens is ready for translation.

 

EFX

 

This mission is the first William Steele mission to take advantage of EFX, so make sure you turn that on.

Thanks

Thanks to the TDM team for creating a terrific platform for storytelling and stealth gaming.

 

Thanks to my beta testers: Abusimplea, Aluminum Haste, Bikerdude, Boiler's_hiss, Cambridge Spy, ERH+, nbohr1more, Ubersuntzu, unfairlight, and Xarg.

 

Thanks to Goldwell for his voice work on the opening monologue and the voice on the cylinder.

 

Thanks to Sotha for a praying animation for the priest.

 

And thanks to YOU, for playing!

 

Known Issues

If you experience low frame rates, please consult the 
Performance Tweaks page on the Wiki.

Important

This mission requires TDM 2.06 or later.

The William Steele story relies a lot on readables. Please try to read every readable you find.

Most importantly, Enjoy!

Screenshots

 

Attached File  ws4_warrens_2018-09-01_16.27.53.jpg   248.25KB   2 downloads

Attached File  ws4_warrens_2018-09-01_16.28.54.jpg   294.11KB   1 downloads
 

WS5: Commerce Bank

 

Commerce Bank finds William Steele seeking important information in the halls of a prestigious institution. You can find it here.


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#419363 Fan Mission: Sir Taffsalot's Sword (by grayman) (2018/3/18)

Posted by grayman on 18 March 2018 - 03:59 PM

Announcing the release of Sir Taffsalot's Sword.
 
Attached File  sirt.jpg   685.93KB   1 downloads
 
Summary
 
This is my tribute to Sir Taffsalot (Gary Pugh), whom we recently lost. He was a valuable contributor in mission creation, beta testing, and idea contribution.
 
You are tasked with recovering Sir Taffsalot's ceremonial sword, which has been stolen from him and spirited away to the mansion of one Lord Asher. While dealing with (or avoiding) Asher's guards, you need to find the sword and a couple special objects related to Sir Taffsalot. Since Asher isn't a nice fellow, there is (of course) the need to also find evidence he is up to no good.
 
Download
 
You can obtain a copy through the in-game downloader. It requires 2.05 or later.
 
Build Time
 
Roughly three weeks to build and three weeks to beta test. Thanks to my testers Amadeus, Bikerdude, and Epifire.
 
I18N
 
Initially, this mission is not ready for translation. As soon as I'm certain there are no killer problems, I'll produce an I18N-ready version.
 
Enjoy!


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#368824 So, what are you working on right now?

Posted by fllood on 27 March 2015 - 08:10 PM

Got back to DR and added a few rooms to my WIP  ...

 

fllood_aft_WIP_2015-03-27_16.48.10.jpg

 

 

 

 


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#436655 Fan Mission: Commerce Bank (by grayman) (2019/4/10)

Posted by grayman on 10 April 2019 - 04:59 PM

Announcing the release of the fifth William Steele mission!

Attached File  ws5_commerce_3.jpg   193.95KB   0 downloads

Summary

Steele visits Commerce Bank, looking for incriminating evidence stored away by Captain Marston of the City Watch.

 

The William Steele Missions

Commerce Bank is the fifth of several Steele missions. Altogether they'll tell a story of corruption, greed, and revenge. At some point, I might package them as a campaign, in addition to the single missions. (We’ll see about that.)

 

If you haven’t played WS1: In the North, WS2: Home AgainWS3: Cleighmoor or WS4: The Warrens, I suggest you complete those before playing WS5: Commerce Bank.

Download


The mission is available via the in-game downloader.

 

You can also get it here. Place ws5_commerce.pk4 in your fms folder. TDM will recognize it as a new mission.

 

Build Time

Nearly 3 years.

 

I18n

 

Commerce Bank is currently not set up for translation.

 

EFX

 

This mission takes advantage of EFX, so make sure you turn that on.

Thanks

Thanks to the TDM team for creating a terrific platform for storytelling and stealth gaming.

 

Thanks to my beta testers: Aluminum Haste, Boiler's_hiss, and nbohr1more.

 

And thanks to YOU, for playing!

 

Known Issues

If you experience low frame rates, please consult the 
Performance Tweaks page on the Wiki.

Important

This mission requires TDM 2.07 or later.

The William Steele story relies a lot on readables. Please try to read every readable you find.

Most importantly, Enjoy!

Screenshots

 

Attached File  ws5_commerce_1.jpg   206.38KB   1 downloads

Attached File  ws5_commerce_2.jpg   220.94KB   1 downloads

 

WS6: Baleford Museum

 

Baleford Museum will hopefully be released in late 2019.


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#434716 So, what are you working on right now?

Posted by ERH+ on 15 February 2019 - 05:57 AM

Added some temporary lights to FM that is just entering beta - I guess there is not much to show if all lights are off in your mission...

 

http://forums.thedar...a-beta-testing/

 

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W0lxWOn.jpg

 

GotIVi2.jpg

 

AQUiD2G.jpg

 

iWkv4fb.jpg

 

uHjOHjZ.jpg

 

 

 

qb5TbvH.jpg


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#389603 Fan Mission: Volta and the Stone by Kingsal (05/26/2016)

Posted by kingsal on 26 May 2016 - 08:05 PM

Hello Everyone!

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

Attached File  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)

https://www.dropbox....a_v1_1.pk4?dl=0

 

 

A few notes

  • 2+ hours of gameplay. 
  • Normal difficulty is intended for new players. Hard/ Expert for most of the TDM community
  • EAX is set up, but relatively unsupported.
  • Features lots of custom art/ sounds/ and intro video.

 

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!

 

Attached File  Volta_and_the_Stone_01.jpg   48.44KB   1 downloadsAttached File  Volta_and_the_Stone_02.jpg   32.15KB   1 downloadsAttached File  Volta_and_the_Stone_03.jpg   53.19KB   1 downloadsAttached File  Volta_and_the_Stone_04.jpg   42.54KB   1 downloadsAttached File  Volta_and_the_Stone_05.jpg   47.9KB   1 downloadsAttached File  Volta_and_the_Stone_06.jpg   30.45KB   1 downloads


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#373272 So, what are you working on right now?

Posted by Johannes Burock on 20 June 2015 - 03:45 PM

I AM BACK!

http://www.bilder-up...-1434833332.jpg
 

And as a direct picture with a bit less resolution:

 

Attached Files


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#434949 Builder Compound Asset Pack v0.431 (tweaks / new content)

Posted by peter_spy on 19 February 2019 - 06:34 PM

obraz.png
obraz.png

Builder Compound Pack will help you create better environments for your Builder-themed map sections! The aim of this experimental package is to provide high-quality models, materials, and other assets that don't put a big strain on the idtech4 engine. This early version is slightly more bare-bones than I wished for, as some modular sets (e.g. the roof) proved to be too complex and unfit for general use. Don't worry though, the set will be updated and expanded in future releases.
 
 
Version 0.431 is up.

Download link (77 mb)


Tweaks:

Wall01 material has been revamped. It looks completely different now, so back up the previous version if you liked it.

New content:

New window01 model with some height variation (240, 192, 144) along with projection textures (in lights/buildercompound/window01_p folder). Windows use self-illumination (emissive) texture in their material, but rather than having several "preset materials", mappers can simply adjust illumination strength themselves with shaderparm3 arg in the model. Value of 1 is the full strength of of emissive texture, while 0 turns it off. See models.mtr and example map for details.
 
 
First of all, launch the map to see a simple section that was made with these assets. Use the menu or type map bc in the console to start the map. Noclip though the north wall, if you want to get to the staging area and see all pieces used to make this section.
 
 
General info and tips:
 
Make sure you have Rotate func_* entities around origin (Ctrl+R) enabled (Dark Radiant top icons) to use models efficiently. All models have custom pivot / origin point placement to make them snap to grid and geometry really fast. If you have keyboard shortcuts configured for RotateSelectionX/Y/Z and FloorSelection, placing these models around the map will be a breeze. I also recommend having shortcuts for SelectNudgeUp/Down/Left/Right, so you can move models in ortho views without using a mouse. DR detects models in a weird way, e.g. if your model is one-sided, or has some faces turned back to the camera in ortho view, selecting and moving it around will be difficult. Using keyboard is often more seamless and precise. You can select a model in perspective view, and then move it around in X/Y/Z plane using keyboard.
 
Optimal scale for tileable materials is 0.125. This provides good pixel density vs repetition. Materials are optimized to be used both with and without post-processing, and the default gamma of 1.2. In some cases, specular hotspot might look slightly overblown with post-processing enabled. Correct look without post-processing was the first priority. Same principles apply to using lamp.
 
The main idea behind this set is that you can use simple brushes for walls and floors, and wall panels have proper offset, so you don't need to use special surrounding BSP behind them. You can place panels right where your walls are, and there will be no z-fighting or clipping.
 
Assumed basic measure for a corridor is 192 x 192 (length / width), but you can go lower if you don't plan to use arches and metal doors. The smallest wall panel piece is 24 units long. Use brushes to create basic space, then adjust it to what you can make with wall panels (combinations of 24, 48, 96, 192 etc.). DR's measurement tool is your friend.
 
Default grid for placing most pieces is 8, but it goes down with smaller / more complex models and setups. One special case is matching metal doors to arch with hinges, this needs grid of 2. That's a mistake on my part. I didn't think of better pivot placement until it was too late. The example map contains a "staging area" where you'll find grouped arch, hinges, and doors, so you can use that as a template.
 
As per The Dark Mod license, you may modify this pack's contents, although I'd advise against it. Most textures are compressed in lossy DDS format and compressing them again will result in loss of image quality. If you want to make changes, need alternative versions of a model or material contact me first. I'll see what I can do.
 
Last but not least, I hope you'll find this pack useful and fun to work with, as I had plenty of fun while making it :) I already have a long list of models and features to include in subsequent releases, but I'm always open to feedback and suggestions. Thanks!
 
 
Credits:
 
Springheel, Obsttorte, Spooks, nbohr1more, STiFU, Destined and other TDM Forum members: guidance, encouragement, and fruitful discussions

Epifire: asset feedback and critique

The Black Arrow: inscription texts
 

 
 
Plans for upcoming releases:
 
Corridor:
- Fixing the wall panel collision model, so strafing along it isn't wobbly Done.
- Roof modular set Done.
- Making metal door an entity with proper sounds and open/close times
- Floor switch model/entity for metal doors
- Window set
 
 
Roadmap:
 
Modular, deco, and loot models for themes like (TBD): cellar, library, workshops/factory, high priest chambers.
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#434089 So, what are you working on right now?

Posted by Goldwell on 06 February 2019 - 11:53 AM

Currently closing off the first mission in Act 2. Just doing some last minute detailing, adding AI patrol paths and then it's done.

 

Chapter 1 starts off with the player exploring the Grimwood district trying to find out just what that mysterious tablet we found in the thieves guild is. Chapter 2 has us breaking into the Northdale Imperial Bank and Trust to find out what's inside the safety deposit box which we found the key for, also from the thieves guild in act 1.

 

Both missions will be arriving in 2019.

 

Here's some screenshots of the Grimwood district

 

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#429559 So, what are you working on right now?

Posted by ERH+ on 27 October 2018 - 12:27 PM

Would be nice to hold this lamp off centre, in up-right corner of FOV, so the shadows would be more decieving - but don;t know yet how to do this.

 

And yes, this is yet another forgotten keep in the middle of a marsh. I just love this theme. But this time it's family reunion.

 

 

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#420410 Big Fat THANK YOU!

Posted by Jabberwocky on 17 April 2018 - 11:23 AM

I found this game a few days ago and I would like to say a huge THANK YOU to everyone involved. The amount and quality of work you have done is amazing. I've gone through the Tutorial, A New Job, Tears of St. Lucia and Sir Taffsalot's Sword (which I understand is an homage to a recently deceased member of the community) and I'm amazed and speechless. And, moreover, all this for free from a community of fans who create it in their leisure time. WELL DONE, EVERYONE, AND THANK YOU FOR ALL THIS! You seriously rock!


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#389337 Beta test for Volta and the Stone.

Posted by kingsal on 20 May 2016 - 02:31 PM

Hello Everyone!

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.

Attached File  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.

 

Thanks everyone!

 

Now for a few screenshots:

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#388848 Fan Mission: The Accountant 2: New In Town by Goldwell (2016/05/09)

Posted by Goldwell on 08 May 2016 - 10:48 PM

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Author Note:
 
Thank you for downloading and playing the sequel to The Accountant 1: Thieves and Heirs 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!
 
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Available via in-game downloader

 
File size: 358 mb


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#341560 Forum Rules

Posted by Springheel on 24 March 2014 - 08:17 PM

The rules here are generally few and limited to what is necessary to keep the forum an enjoyable place for pleasant discussion.


Members of the TDM forum are expected to act like grownups and if they repeatedly demonstrate that they can't they will be asked to leave. This means:

1. Do not engage in name-calling or other personal attacks.

Attacking ideas, even vigorously, is fine. But don't attack the person.

"You're stupid." -- personal attack

"Take your stupid comments and go away." -- near enough to being a personal attack

"That's a stupid comment" -- snarky, but not a personal attack

"I think you're completely wrong and here's why" -- preferable reaction

The flip side of this is that if someone attacks your opinion, don't react as if they've attacked you personally. If you share your opinions publicly you are consenting to have them challenged.

2. Don't harass other members.

This generally refers to continually posting messages that boil down to nothing but "I don't like you" when talking to a specific forum member. This gets boring quickly, even if you're managing to do it without breaking rule #1.

3. Life's not fair.

Neither is this forum. Not every infraction is going to be dealt with equally. Members who are generally positive and helpful build up social credit that makes it easy to forgive the occasional slip. People who are continually negative and offer nothing to the community will get far less leeway.
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