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Showing content with the highest reputation since 11/17/18 in all areas

  1. 15 points
    "Hidden Hands - Vitalic Fever" is almost ready - I received the missing files for the ingame comments yesterday and there is only one final problem with integrating one voice file left (see Newbie thread). A friend of mine is working on the intro. We will meet and finish it during the next weekend. Below you can see a shot from the very first scene:
  2. 14 points
    During my mapping session today I wanted to try something I haven't really ever done before.. draw concept art and then build a scene based off of it. As you can tell I am a very talented drawing artist But I gotta say it actually helped with the direction of the scene overall
  3. 14 points
    I'm trying to break up the monotony of flat surfaces a bit, in similar fashion to what modern games do. Typically though, you'd need photoscanned assets or hi poly sculpts that go both as bakes for low poly geometry, and then for flat tiling materials. Since this is way too time-consuming for one person, I decided to take slightly more simple approach, where I'm just modeling shapes based on tiling material made with Substance. The result is similar to what parallax mapping would do, except no "jelly effect" and hopefully less stretching. Good thing is that this geometry doesn't need to cast shadows, and every stone is like 50-100 triangles, so not that much. So far the engine seems to handle that without any problems, but I'll wait with my optimism until I get both walls and floor covered with this additional geometry
  4. 13 points
    So in an effort to shake up my usual style I have begun building a city mission that fits into the Northdale campaign arc which features huge tall buildings on a rainy and foggy night. The main aim there is to really focus on cramped streets with huge vertical buildings on either side, I really want to put that rope arrow to good use! So far I have built a dark back alley in the city and really like how it turned out, quite a bit different to my usual MO. And for reference, this is what the original street looked like before the do over
  5. 12 points
    A screenshot from Shadows of Northdale Act 3 (and my first on the new forum!). Corbin will be venturing to this mysterious island just off the coast of Northdale to break into the infamous inventors guild.
  6. 11 points
    I actually have just the thing to get this thread back on track. Here's a lineup of most of the ships I made in DR over the years, including the most recent addition, 2nd from the left. That one was this week's weekend project, a galleon-sized steamship sharing a lot of elements with *that* ship all the way to the left. From left: Barque, Barquentine (new), Merchantman, Schooner, Sloop, Brig, Yacht. The 4 to the right are available to other authors already now; the Merchantman is done and will be made available after release of its respective mission; the Barque will probably stay unique as I think its size makes it unlikely to be reused. For the Barquentine I have no real plans at the moment as it was made as a fun side project. If someone's interested in using this ship now they'd be welcome to do so and I'd then prioritise getting it finished. Otherwise I'd probably make a simple stowaway mission like Pandora's Box out of it sometime down the line.
  7. 11 points
    I've been doing a lot of fantasy illustrations lately, and just finished a piece that seemed appropriate to share with the forum...it's a slightly more medieval take on TDM's citywatch. I'm currently selling stock illustrations on DriveThruRPG, so if you know anyone producing fantasy material who is looking for illustrations, the stock art there is a really great resource. My page is here: https://www.drivethrurpg.com/browse/pub/14731/Mindplaces
  8. 10 points
    You can almost feel the bumps and cracks in the oil on that canvas. Bravo, Toni & peter! Every week I am blown away by the creativity of this community. A courtyard at the back of my mansion/villa is finally taking shape. Almost nothing is complete or final yet, lots of optimization to do, but I can finally see my first mission coming together. Messed around with the model scaler a bit to get some new trees, I was shooting for a Tuscan villa vibe. I was trying to scan some sheets out of my notebook, but I needed a firmware update and didn’t have time to mess with it before work. I draw out a top down view and go loosely off of that, scribbling notes here and there.
  9. 10 points
    Working with @SeriousToni on a painting set. Well, I'm just the carpenter
  10. 9 points
    Here’s my next mission, ready for beta testing. This one is a standalone city mission taking place at a harbour based on a section of a former Crucible campaign map. Any beta testers are welcome to go over to the beta testing section of this forum for the thread I opened there.
  11. 9 points
    Early shot from Hidden Hands: The Lost Citadel (Part I: The Weir) The mission will consist of three parts.
  12. 8 points
    Hidden Hands: Vitalic Fever Filename : hhvf.pk4 Date of release: 20/07/2019 Version: 1 Download via the in-game downloader or here: http://www.southquarter.com/tdm/fms/hhvf.pk4 http://darkmod.taaaki.za.net/fms/hhvf.pk4 http://www.fidcal.com/darkuser/missions/hhvf.pk4 Known bugs: - stencil shadows do not work correctly (version 1) - sometimes, the character "Applefinger" cannot be knocked out when sitting on the chair without failing the mission. (version 1) Hidden Hands Series: I. Initation - II. Vitalic Fever Jack Farmer: mapping & drafts Amadeus: alpha testing, geometry fixes, performance checks, drafts for gameplay and objectives, revision of all readables, dialogues & narrator texts Grayman: AI fixes, gameplay fixes, trap fixes Duzenko: alpha testing, performance checks and improvement tips Beta Testers: - Joebarnin - Cambridge Spy - Boiler's Hiss (aka "The architect's darling") - Jedi_Wannabe (aka "The man of many voices") - Amadeus (aka "The Writer") Voice actors: Malasdair Narrator Jedi_Wannabe All four guards chatting about the guests, chickens, inventions and unusual job interviews New Horizon The educated Builder Goldchocobo The naive Builder Special thanks to: - Springheel, Sotha, and Fidcal for the tutorials. - VanishedOne, Stumpy, Destined, Grayman, Joebarnin and ERH+ for patiently answering my questions solving all the in-game problems. - PsymH (aka "Stringer Bell") for connecting me with the right guys on TTLG for additional voice acting. - Goldwell for teaching me how to integrate a custom video in a fms and helping me with troubleshooting during the integration of one of the Builder's voices. - all voice actors & beta testers for their great support. - all others not mentioned here who answered my questions in the Newbie thread or via PM. Contributors from the Inventor's Guild: - Destined wrote a new definition for the "spidsey-babsies", enabling those beasts to move through tunnels. - Grayman wrote a script enabling Halfrid to hold the quill only when it is needed. He also fixed several other AI problems with respect to path finding, damages and interaction with light switches. Pilfered items: - Portal sky with hills and trees originally developed and arranged by Sotha for "Thomas Porter: The Transaction". - Frobbox booster re-created from a map originally developed by Grayman All new ambient music and sound effects written, performed and mixed by Jack Farmer. Briefing video by SirSmokeAlot Pictures
  13. 8 points
    I am posting these on behalf of bikerdude (from Shadowhide's big city map). LONG.
  14. 8 points
    A small development roundup/update will be available here around the time New York wakes up (9 am NYT, 3 pm CET). Edit - direct link:
  15. 8 points
    First location concept phase.
  16. 7 points
    I love the atmosphere Jack! Can't wait to see more. Always impressed with the mood you imbue your maps with. It's the air of mystery that always grabs me. How do the separate parts work? Is each part a different difficulty? Added a light to the pool, and moved some others around, got a balcony put in which of course is pointless if you can't use it or get to it. So spoiling a path of ingress is ok as it should be obvious when you see it in game. The point was nailing the execution of getting your taffin' arse up there from ground level. Which is fun, but my challenge now is portalling the yard correctly so it doesn't run like crap when you're above the pool. I haven't figured out my perfect workflow yet for mapping, and like most noob mappers I suffer from a sense of scale. Currently I build a scene and then 'pull the void in' and move the sealing geometry to fit the area to cut out wasted space. Not sure if that makes sense, but doing that with good use of VP I can get this rather large scene to run around 15-50fps with an avg of 25 or so. I've got a crappy frankenstein machine that might have been decent 8yrs ago and all my settings are at max. I hope it would maybe run better for folks with better machines but it does make me worry about the viability of this area. Still not sure if it's Tuscan enough, might change the white brick to match the stucco outer walls like the barracks and servant house. Thank you Neon, you replied as I was typing all this lol
  17. 7 points
    Hidden Hands: The Lost Citadel, Part I: The Weir Thank you so much @Dragofer. The skybox forest section of yours is perfect for the mission's requirements. As with Vitalic Fever, I will introduce several new Builder's inventions. Some examples are shown above: a. the medieval walkie-talkie (strange messages ahead!) b. the century-old crane (can be rotated in two (!) directions) c. the ancient AI charger (nobody knows how it actually works) ....and lots of other items/machines for which I still have not figured out what purposes they should fulfil in the first place...let alone how they should be named! Hmm...Amadeus will have to come up with lots of crazy readables explaining the items in question! The mission will consist of three parts. All three parts will be in one mission. Hopefully I can show more at the end of the year.
  18. 7 points
  19. 7 points
    I'm excited for this Jack! First real working area I've accomplished, a little forest meadow that leads up to some skinny trails. I hope to rival BD's forest from Alberic's Curse at least in terms of atmosphere. If I portal it properly it just might be doable and run ok. Sorry for garbage resolution. How's that, Jack fixed the brightness for me.
  20. 7 points
    Meanwhile, it is the System Administrator Appreciation Day today! Thank you for all the hard work, taaaki! I really appreciate what you are doing!
  21. 7 points
    Sorry to spam a bit, but I think this one has potential to look quite cool when finished. Testing scale, first tileable materials, and possible light sources. Models are simplified, I just needed to set proper scale (windows are reused as mocks). Geometry will be much more complex, not sure about lighting (all lights are static, but shadow-casting).
  22. 5 points
    Metallic surface tests, the results are much better: There's the light hotspot issue, but again, the shading looks correct, almost the same as UE4.
  23. 5 points
    And when you look up, that view can still give me chills. Forests are a thing now.
  24. 5 points
    Anybody staying in contact with him? If so, how's he doing? What is he doing? Is he still working on Thief/TDM stuff, or did he leave the scene? I did some research and from older posts he made, it seems as though he wasn't a big fan of TTLG, so probably won't be seeing him there either. I do miss seeing him around and his input on various subjects (not necessarily game related subjects), but I understand why he was banned so I do not wish for this to become another thread discussing the ins and outs of that decision. There was already a thread for that, let's not bring it over to this one.
  25. 5 points
    AoW3 is free on Steam right now. I can highly recommend this for anyone interested in 4x games and/or enjoys high fantasy settings--I've spent untold hours on it. https://steamcommunity.com/games/226840/announcements/detail/1606013667721315334
  26. 5 points
    Oberhofen Castle, Switzerland:
  27. 4 points
    The shadow/light play, and the dark atmosphere makes me lust for this.
  28. 4 points
    I'm looking for a small number (3?) of beta testers for my new mission "The Heart of Saint Mattis". It'll be ready for testing in the next day or two. Sign up here, and once we get a quorum I'll create a topic in the Beta Test section. Regards, joebarnin
  29. 4 points
    The general rule of thumb i've been using is if it's critical to the story, there are alternate ways in. But if you want to find every piece of loot and/or every secret / explore everywhere then you'll have to be diligent with what you use. I feel it's the most natural fit as more novice players can still complete the mission without running into a frustrating dead end. And those who prefer a challenge more than likely are experienced enough to know they need to conserve and retrieve their used rope arrows. And if all else fails this mission has a new ingame shop keeper, so they can always loot a few homes/businesses to gain some coin and then go to their fence and buy a rope arrow!
  30. 4 points
    Microsoft is giving you a refund for all the ebooks you bought over the years, and you've therefore concluded that you're not interested in video games anymore. Awesome logic there. And then to top it off, you play the completely irrelevant race card for no discernible reason. Great post, can't wait to see what you come up with next.
  31. 3 points
    It may sound dystopian but a fair solution is at our feet: Declassify all phone geolocation and audio transcript data from the NSA for all involved parties. If there was a rape there will be: Phone geolocation for both parties. "Listening" audio from multiple backdoor-ed computing devices (phones, TV's, etc). Text-to-speech for the above audio collections. There's no such thing as a "no evidence" crime when NSA collects "everything".
  32. 3 points
    Okay, I did some tests for non-metallic surfaces, used UnrealEngine 4 with some stock PBR textures to have a valid reference: And in Doom3PBR: The result is very impressive, shading model looks correct. I suspect the biggest problem is idtech4 lights that may be incompatible here. This light cone/hotspot behaves strangely when you move, and when you get close to surfaces, they become too shiny: But when that gets fixed, it will look as incredible as in UE4. In the meantime I'll test some metallic surfaces too.
  33. 3 points
    Saw this picture the other day. Haunted manor in the pagan forest?
  34. 3 points
    The last time stgatilov chimed-in on PBR, he was pessimistic about how viable it would be to "convert" TDM to it. Largely because of all the tuning needed for both the light projections and texture assets. In my humble opinion, there is no need to fully comply with all the strictures of "true PBR" to benefit from better specular behavior. So we could just implement these shaders and create new image map types for it. It's just a matter of demonstrating the benefits to the team. Demo images \ videos go a long way towards winning over the majority...
  35. 3 points
    I enjoy art to enjoy the art, not to endorse the person who made it.
  36. 3 points
    You don't get lockpicks until Assassins.
  37. 3 points
    I hope someone’s going to provide all this new data. As a mission author, I’m not inclined to put in the extra time to provide it for my missions. Is a player honestly going to decide whether to play a mission or not based on whether there’s a shop? Call me grumpy, but time is short, and there it is.
  38. 3 points
    Nothing in there explains what this has to do with the justice system or Microsoft, but setting that aside.... You're talking (as is the media in general) as if every border patrol agent was in that group posting racist material. A few important questions: 1. How many people were posting offensive material? Was it less than 50%? Less than 10%? Less than 0.1%? 2. How "offensive" is the offensive material? Are we talking about threats of violence? Doxxing? Harassment of individuals? Racial slurs? Or is it just insensitive comments and childish name-calling? 3. How frequently was offensive material posted? How was it dealt with? Without knowing those details, you can't make any useful judgement about that site. It could be every member of the group was a card-carrying Nazi planning the extermination of asylum-seekers en masse, or it could be that the group had little moderation and was taken over by a dozen anonymous shit-posters and everyone else abandoned it.
  39. 3 points
    I don't disagree with any of that. It really is one rule for the elites and another rule for the rest of us, particularly with authority figures and politicians. For example, in the UK the government have passed laws allowing widespread surveillance of internet users while conveniently excluding MPs and their communications from the scope of the law. Similarly, the anti-sex-discrimination laws that apply to normal workplaces have specific exclusions to allow gender quotas for political candidates. But let's not needlessly introduce race (or other personal characteristics) into the discussion when it doesn't have any actual relevance. All that does is create artificial division which doesn't benefit anyone except the elites themselves. If the "little people" want to stand up to the elites, they need to work together, not divide themselves into meaningless groups based on superficial characteristics and then spend time squabbling over things which happened decades or centuries ago and which none of us have any control over.
  40. 3 points
    This is something I used for a custom AI script in an early alternate version of Down by the Riverside (Tales of the Riverside), which you can find [url=http://forums.thedarkmod.com/index.php?/topic/18402-fan-mission-down-by-the-riverside-by-dragofer-20160925/&do=findComment&comment=407828]here[/url]. The script is able to make an AI stop patrolling upon reaching its next path node. If you want the AI to stop immediately it would involve teleporting the path_corner to an inaccessible location, as I recall it. (I was aware of the StopMove event but in my experience it only caused the AI to twitch while carrying on with its patrol. Might be good for a free-roaming AI like a zombie though?)
  41. 3 points
    As the Mission list is currently inactive, I'd like to suggest we leave a little notice on that page. Something along the lines of "We're currently providing our website and servers with some maintenance, the mission list and DL links will be back soon. Thank you for your patience.". Currently, there's nothing to indicate its maintenance. To the eye of a newcomer unfamiliar with TDM, it almost seems like we're promising the world on the site, but no missions have been released. Imagine if someone comes to the site after getting hyped for TDM, only to find nothing in the missions list. They'll think we're pulling their leg. Bad word of mouth for TDM, regardless of how minor, can put off a lot of people. Especially the fickle types that like to interpret everything in the worst possible hues. Better not give those types ammo, if any of them would run into the site while taaaki is making the necessary hardware and software maintenance.
  42. 3 points
    Hello, I will stream Dark Mod from time to time, I can play your missions or requests, but I have a few selected already I want to try out since I am new to this game, but for sure send me your recommendations! I am not any pro streamer, rather casual, totally fresh! I take it as I go for now Thanks to JediWannabe1138 for leading me to this forum! If there is any missions in the style of the bank mission in Thief 2, the size and the security and the many many rooms and treasures, then I would like to try it Also, which missions has rope arrow in it? Cheers!
  43. 2 points
    I imagine the legacy ARB set-up dates from before the renderer was open-sourced. Possibly bits of it also inherit structure from other D3 shader mods.
  44. 2 points
  45. 2 points
    Agreed. I haven't seen any option to enable it, unfortunately.
  46. 2 points
    Feel free to experiment with it, but make sure to do very careful GPU profiling on the results, as the performance impacts of switching from glMapBufferRange to glBufferSubData in this context are completely unclear to me... Also note that the current implementation dynamically resizes the dynamic buffers if needed. If you do want to store static data in the same buffer, you'd need to reupload that in those cases and thus would need to keep that data around.
  47. 2 points
    Clarification: AI normally can't see func_statics, but if they bump into one, they will make an attempt to walk around it. If the code can't work out a path around the obstacle, you'll see the AI treadmilling against the object. Monsterclip monsterclip monsterclip.
  48. 2 points
    Hidden Hands - Vitalic Fever will be ready for beta testing in a few days. Play time should be around 1 - 2 hours. Map size is ca. 25% of "Initiation". Please sign up here. Would be good to get two people on board as Amadeus will also have a closer look. Cheers! Jack
  49. 2 points
    I've finished the video; it won't officially publish until Halloween of this or next year but to be quite blunt this mission is one even the author is working on a guide for so I figured I'd save anyone here the time and toss you all a very early video.
  50. 2 points
    Just out of nostalgia, I created a little fanart, based on my first and yet only mission "Sneak & Destroy". Would have also made a great loading screen back in the day I guess.. Click here for: HD VERSION
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