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  1. The Dark Mod 15th Anniversary Contest! To celebrate our 15th year, we are holding a fan mission contest! The Dark Mod project trundles onward for it’s 15th year in a row. In that time we have improved our game engine in countless ways and have grown to over 170 missions! To celebrate our perseverance and the years of improvements to come, we are hosting a contest to mark 15 years since the 1.0 release! Now is your time to demonstrate the mission design that best exemplifies your personal style and capabilities! Please consider entering this event! Unlike most recent contests, there is no defined theme and we are simply going to score based on our standard metrics of Story, Gameplay, and Visuals with our standard weighted scoring: Max Possible = Total Votes * 5 (Outstanding) TotalMaxPointsPoss (TMP) = AllCategoryVotecount(ACV) * 30 Full Weighted Score (FWS) = (Gameplay score*3 + Visual score*2 + Story score) / TMP Contest Submissions should be provided before October 16th so that players can start playing and celebrating on the 17th! The players have been keen to relay that they would like really creative missions so it may be worthwhile to examine our “Community Unusual Contest” to get an idea about the wild range of possibilities we offer to designers. Also, since the contest submission is in October, there will probably be an increased desire for Horror themes. The Dark Mod 2.12 was just released so including new 2.12 features is strongly encouraged. Finally, it might be nice if authors name their protagonist Corbin to match the included missions. ( None of the above suggestions are requirements for the submissions. ) Please post your intention to enter in this thread. Thank you! The Poll on this is to demonstrate the intended design used in the mission release threads.
    8 points
  2. Good motivation for me to finally try to make a mission.
    6 points
  3. Looks like "Free for All" is the clear winner. Unless any potential participants object, I will close the poll this evening and prepare the contest rules and announcement.
    4 points
  4. Signing up! I'll be starting from scratch for this one.
    3 points
  5. I’ll throw my hat in the ring! It’d be delightful to create a mission to celebrate TDM’s anniversary, especially after how kindly I was received here. I’m excited to see what creative missions will be produced for the contest with the freedom we’ve been allotted.
    3 points
  6. Here's one I made just using spawn_args and a couple effects on a custom streetlamp. The arrow has a S/R set to trigger the lamp. [EDIT]: S/R is not required, the arrow will inherently break a glass object that has the break and broken spawn args.
    3 points
  7. This kind of mechanic would break a ton of existing FMs. Some (I dare say even most) mappers often choose electric lamps so that they can't be extinguished or turned off, forcing the player to time their movements through the light. There are of course switchable electric lights, but that is up to the author on how they want to implement those. It would definitely be fun to see an FM implement this Splinter Cell-style mechanic, where the mapper has designed their map to function in such a way, but to add this as a core feature would break the gameplay of countless maps
    3 points
  8. The Numbers don't lie. It has been 15 years since the release of TDM 1.0 in 2009. I think we should consider a contest to celebrate this. Further, the contest goal should be with the intention of motivating the completion of a campaign that can be deemed official. Here are some possible ways forward: Proposal 1: Middle mission(s) Authors are asked to create a mission that expands the story between "A New Job" and "Tears of St Lucia". This can involve escaping the heavily guarded city perimeter, stowing away on a ship or caravan, attempting to recruit a partner for St Lucia and failing, getting caught by Builders before arriving and having to escape their compound, getting lost in haunted woods on the way there, etc. Any interesting way that the connection between the two official missions can be expanded. Points are awarded for making explicit references to Corbin, St Lucia, and any story elements in the two official missions. If the resultant mission is of high enough quality, it can possibly be made into an official mission. If we get a number of excellent submissions and they do not cause logical inconsistencies, we might even be able to add two or more to the official list. Proposal 2: Intellectual Property distinct approximation of TDS missions Over the years, many have asked that we recreate Thief 1 \ 2 in this engine. Obviously we cannot do this due to copyright law but we could create similar missions and stories that approximate the Thief 1 or 2 designs. That said, I think that most of our audience has played these missions to death so it may be underwhelming to see them arrive in approximate form anyway. What might be better would be to develop a similar story to TDS and make missions that resemble what T1 \ T2 players were dreaming would arrive when TDS was announced and the first screen-shots were shown in gaming magazines. So take any TDS mission you like, examine the story arc and wildly re-interpret something similar but on a much grander scale. Since it's possible that two or more contestants will choose the same mission to re-interpret, we have a slot system were authors need to claim their preferred mission and if it is taken then they must select another one or lose some story points. The slots represent a sketch of what the mission author might try to do rather than a blueprint. If authors can come up with a mission that has almost no resemblance to any TDS mission but would make for a compelling story development in a similar story arc then that can be claimed as an alternative to a slot. Proposal 3: Same as proposal 2 but we stick with Thief 1 rather than TDS. Wildly re-interpret T1 based on what you may have dreamed of when reading the gaming magazines or playing the demo. Slots system to prevent duplicate submissions. Maybe with either proposals 3 and 4, we still require the use of Corbin as the protagonist and a connective enough story that they could also be adapted as middle missions for the official campaign if the team agrees on it. Proposal 4: Another "Connections" Contest. We just allow authors to connect any two missions with each other or expand the story of an existing series or single mission. So those are my thoughts. I'll leave it to players and mission authors to suggest other proposals and if we have some sort of consensus about the most popular proposals then we will make a poll. Realistically between now and October we may not be able to hold a contest with any strict guidelines ( and tricky issues with maintaining a distance to Thief IP ) so proposal 4 may still be the easiest option.
    2 points
  9. Ah, pity I wasn't reading the forums back in February. I'm fond of that game, along with Bugbear's other early title, Rally Trophy. I was never too good at FlatOut, but it was always a hoot to play.
    2 points
  10. I suggest preferring the online user guide, either via the Help -> User Guide (Online) menu option, or just visiting http://orbweaver.gitlab.io/darkradiant directly. The online user guide is updated more frequently than the local user guide, which by its nature cannot be changed except via a new DarkRadiant release.
    2 points
  11. It certainly does, thank you! With that nickname you have to be Dutch and then I saw Amster en toen wist ik het zeker Thanks, very helpful. Is there a way to reset the interface to the default because I kind of mess it up now.
    2 points
  12. And making it possible for the new electric lights to be broken adds a psychological problem: how will players know that they are breakable if in 99% missions they are not? Recall lootable paintings and frob-extinguishable unmoveable candles.
    2 points
  13. It might then be best to add it to new light models designed for the purpose. The visual cue should be making them more glassy and fragile looking: Existing lamps look pretty solid, we can argue those were made of reinforced glass built to withstand powerful impacts, something something Inventors Guild... in contrast we'd have a few lamps with very transparent glass that show the light bulb inside, their design shows their fragility and makes it clear those are meant to be shot.
    2 points
  14. Breakable lights might be an interesting concept so long as they are not implemented retroactively. Add a loud sound or other punishment for breaking them as you see fit, but it would still change the difficulty and design intended by level authors if you applied it to all previously made levels. I would also suggest that if you instead intend to make breakable variants of existing light models that you add a clear visual indicator that the light is breakable, otherwise it would require explicit messaging to the player that electric lights are breakable in that particular FM. I’m hesitant to see something of this sort added as it is in stark contrast to Thief precedent, but I would be more supportive of it if it was added carefully and responsibly.
    2 points
  15. This sounds like something suitable for a mod (or an individual FM where the author desires this kind of mechanic), but not as a core gameplay feature.
    2 points
  16. I give you an extra star if you make a mission with a "connections" theme.
    2 points
  17. I played it through in 2014. It's not a bad game, but, it's far from a great game either. Since I played Dishonored the first time, I don't really feel motivated to play Thief 2014 again. The Dishonored games are masterpieces in comparison.
    2 points
  18. This was overall an enjoyable FM for me. Thanks for making it. Thoughts/spoilers: Also, there were 2 minor issues undoubtedly due to engine or asset shortcomings:
    1 point
  19. Adding a switch breaks it. It would require a workaround since the switch acts like a trigger, similar to the arrow. Interestingly If you turn it off and on again the bulb shatters, but the light also comes on.
    1 point
  20. Thanks. No scripts were harmed in the making of this. It's pretty simple to do because of the broken and brake spawn args. 1. It does distinguish, but I don't even know why It must be a property inherent in the glass material. 2. Good question, I'll have to get back to you. 3. I don't know how to use skins. OK, I tested it on a stock model. That doesn't work. If you use the same model for "broken", but just change the skin in the properties, it also applies the skin to the unbroken model (and vice versa). Oh, I just discovered you don't even need to put a stim/response on the arrow. It automatically breaks glass when you add the break and broken spawn arg on the object (you still need to make a broken model of course). Isn't that handy?
    1 point
  21. Now you just have to get half of the A.I. in the level to be alerted, and it'll be perfect.
    1 point
  22. Worked like a charm! Thank you
    1 point
  23. I got lost multiple times. It was my fault, but I had to literally jump off the roof to find my way back. The Exorcist room was neat, even if the trigger works from the room next door. What I thought was going to happen when I finished the optional objective, is that all the enemies will be gone (since I thought they're kept there by the book) when nothing happened I was disappointed. Hoped to put things to rest, so to speak. The atmosphere was great, the coffin was a nice touch, I loved that. I really struggled with the Map quest, however. I searched the room top to bottom multiple times, so I guess the readable was correct =D I found it, eventually, but man it was such a curveball.
    1 point
  24. 1 point
  25. I was confused by this as well when I first started learning DR, the user guide is now slightly out of date. Dark Radiant now uses a modular system that you can freely rearrange and add elements to as you see fit. In your screenshot you can see the buttons to add new cameras and orthoviews, which you can move or resize like a browser window. You can do the same with the UI that contains things like the media and entities tab and even drag them out into their own separate UI element if need be. With a little tweaking you should be able to approximate the Doom 3 editor layout by hand. Hope this helps!
    1 point
  26. Hi Ansome. Congrats on the release. It's a nice little mission. Hey all, if you like this fan mission, please consider logging in to ThiefGuild.com and leave a 1-10 rating. This will help to grab attention of others on the main page of the site. The Terrible Old Man page: https://www.thiefguild.com/fanmissions/64085/the-terrible-old-man Thanks! Konrad
    1 point
  27. It doesn't matter if you want to warp the pointer every frame or only once, in both cases GTK3 chose not to support it on Wayland. Here's the hack that Blender came up with: https://projects.blender.org/blender/blender/issues/77311 They found they had no choice but to render the cursor internally to get the intended behavior. Probably easier to do when you built your own widget toolkit like they did, rather than having to go through wxwidgets and GTK.
    1 point
  28. I always loved the "connections" theme and I think it is very fitting to celebrate TDM. It's a shame we can't have 4 polls per thread because then my proposal would be to have free-for-all with a "connections"-rating added that evaluates how well the mission integrates into or expands upon the existing lore.
    1 point
  29. I revisited this issue and might have had a breakthrough. I noticed that when using the clipper my cursor wasn't changing, and afterwards when the cursor was no longer hidden when the dragging problem starts happening. If I take out the code that is supposed to change the mouse cursor when activating the clipper, the drag behavior remains correct during and after using the clipper tool. If I remember correctly from last time I went down this rabbit hole, Wayland has restrictions on pointer locking and I think it was only allowed while the pointer is hidden. I'm guessing something with changing the cursor is failing and then it doesn't get hidden before the pointer lock happens, causing Wayland to reject the pointer lock request. And when the pointer doesn't get locked, the math to calculate the drag amount goes all wonky. @MirceaKitsuneor others, if you'd like to try a quick and dirty workaround, find the void OrthoView::setCursorType(CursorType type) function and put a return statement on the first line so it doesn't actually change the cursor. I'll see if I can figure out what's actually going wrong when setting the cursors so we can make a proper fix.
    1 point
  30. Congratulations on your mission, hard to believe its your first, well done. Thanks for all your hard work, I hope to see more missions from you.
    1 point
  31. I like proposal 2 because I have thought of doing that many times, but realistically, just allowing people to do whatever they want seems less restrictive, so more people might join in. Besides, if someone still wants to reinterpret a T1 or T3 mission, well, nobody is stopping them. Perhaps "include a nod to a classic Thief/TDM map somewhere in your mission" could be a milder requirement. Campaigns just take too much time to make.
    1 point
  32. In principle I like the idea of community campaign building. But the official campaign itself never really captured my imagination, not to mention it'd be hard for people to have an idea of where it's going, much less making it cohere. I scripted a Dark Mod campaign meant to introduce the districts, factions, and lore that does capture my imagination. But I'm not in any real position to ask people to build for it, and also there's still the problem that people may have different visions for it that may not cohere well. As for the "connecting mission", that might be interesting... But I'd reframe it a little, not that it has to be connecting per se, but you know, a hero or even another character from some FM in an adjacent setting alongside (or before or after) an existing FM, kind of like what Rozencranz and Guildenstern did for Hamlet, if you know about that. I think it's better to have it more open ended how an author wants to build off an existing FM than only connecting two FMs per se. That might be a really interesting theme to see play out.
    1 point
  33. Since there were objections to it, I went with the two most generic options with popular support. I added horror to the poll since that's always popular here.
    1 point
  34. Fuck that, by the time we hit Version 3.0 we need some wraiths riding giant Japanese spider crabs.
    1 point
  35. Yes, the stim/response system allows for this kind of thing. Easy enough to emit a custom stim around the lantern and put a response on all photophobic AIs to that stim. The response script would check whether the photophobic AI is within the lightbeam, then call a flee function on it. The main problem is that the flee function is unreliable if the AI is already busy with something else.
    1 point
  36. So yeah it's indeed a lot of work, but it's cool to get it working at least (mission The Hare in the Snare):
    1 point
  37. It's amazing people still make those, and this one is really good. Also, probably the most British point & click adventure game as of late.
    1 point
  38. Not sure if this was posted before A few pics of the Game The Unluckiest Man, a Free Short Mission created by the same guy in the post above. He's pretty good at creating cozy environments, good exterior atmosphere and lighting. Here's the Link for the game on Steam: https://store.steampowered.com/app/2140900/The_Unluckiest_Man/ It's free.
    1 point
  39. Salem Cemetery gravestones roughly from the era of TDM:
    1 point
  40. I haven't settled on a name yet, so I guess we can just call it the Duncan Lynch series after the name of the protagonist.
    1 point
  41. Not sure what it's called but it's the poster child for every Thief mission. Heard it in some TDM FM's too.
    1 point
  42. I'll be adding some of the 2.07 demonstration videos to the relevant playlists. Apologies for bringing this up again, but I'd like to adress your earlier points on regular content with this: https://twitter.com/thedarkmod TDM actually has an official Twitter, which would be useful for quick news and updates every now and then. For some reason, though, it's been silent for some 7, if not 8 years. I don't get why, given the massive improvements the game has had since then. I don't like Twitter, and if the crew decided that leaving it to focus on other social media for promotion is the right choice, I certainly don't mind. It's just that a platform like this is better for fast and relatively regular updates than YT. Preparing a video update and uploading it takes time, quite a bit more time than tweeting or otherwise posting a link to a shorter article on TDM news, even one without videos (e.g. a shorter text article with a few images, on the official site, or ModDB). As others have also said, an official YT channel is still the most practical for development news and concentrating everything important in one place. LPers will stay at their place, rather than migrate to any sort of official channel. Unless someone experienced volunteers to produce content for the channel full-time, we simply don't have the manpower. Additionally, unless the constant regular content are LPs, what will the content be ? Listicles on "Top 10 something or other in TDM..." ? Eh, it wouldn't work. TDM and its release schedule is not something that is conductive for that sort of regular updating. I suppose the biggest regular bit of news outside of release news would be news on new FMs, at least if you want videos with some sort of news-like commentary. Videos showing development progress, either on the base game or an FM, are generally better off without accompanying commentary.
    1 point
  43. The most important thing with YT, is not making playlists etc. It's uploads. If you want it to get anywhere, you have to upload at least every week. Also, we have quite a few people who are making videos for TDM. You can't just take other peoples Play throughs and upload them to the teams YouTube channel without their permission. Not only is it a breach of copyright, but it can also get a copyright strike put against the channel. Also, if you did have a channel, it shouldn't be called The Dark Mod, it should be called Broken Glass Studios. The problem with TDM having it's own, is you need a content creator. You can't just take other peoples play throughs, etc and add them to the channel. They need to be your own work. Making level trailers is definitely a way to go, especially with the ability to have MP4 video files soon. If you really want a TDM channel, this is what you need: - A content creator is the first thing, someone who is willing to make videos every week, and upload them. - Someone who is willing to manage the channels Branding, and make sure all content is legetimate. - Someone who can upload new videos on a regular basis.
    1 point
  44. I like to request copying all my Elixir tutorial videos off my YT channel to the TDM channel please - https://www.youtube.com/user/b1k3rdude From what I have read this should be easy - https://support.google.com/youtube/answer/2404846?hl=en-GB I'm asking because I am closing the account but dont want people to loose access to the videos. The files will be up until 9th, after which the account will be gone. thanks.
    1 point
  45. Brilliant! I was literally coming here to comment on just how great springheel's tutorial series is (was checking out some videos yesterday) and it will be fun to have all this content (and all the other material from Obs, Sotha, Biker, etc) in one place, getting views.
    1 point
  46. Do you mean this one: The Dark Mod Of so, its needs a serious redesign.
    1 point
  47. Terrible mapping practices, vol. XLIII.: Building an amazing, complicated scene, then slapping down a low-poly building facade object right next to it in an illogical place. Shameful and lazy!
    1 point
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