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Goldwell

Has anyone else experienced this bug in 2.07, if you press escape or quicksave it mutes any AI who are in the middle of conversation.
Mar 15 2019 01:51 PM
  • nbohr1more's Photo
    nbohr1more
    Spooks claims it was reproducible in 2.03:

    http://bugs.thedarkmod.com/view.php?id=4341
    Mar 15 2019 02:14 PM
  • Amadeus's Photo
    Amadeus
    Yes, and it also happened in 2.06 too. A specific mission that comes to mind is when I was playing grayman's The Warrens
    Mar 15 2019 02:17 PM
  • Goldwell's Photo
    Goldwell
    Oh damn.. i've never noticed it before
    Mar 15 2019 04:37 PM
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Goldwell

137 bugs fixed. 58 remaining. Only 30% of bugs left until a beta build for Shadows of Northdale Act 2 is ready.
Mar 12 2019 11:26 AM
  • Goldwell's Photo
    Goldwell
    No, luckily I have a computer that can count line entries for me ;)
    Mar 12 2019 05:10 PM
  • Dragofer's Photo
    Dragofer
    My bug list always grows back once I've squashed them all.
    Mar 13 2019 04:10 AM
  • STiFU's Photo
    STiFU
    <3
    Mar 13 2019 01:02 PM
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Goldwell

New year, new beginnings. Happy new year everyone!
Jan 01 2019 10:04 PM
  • Springheel's Photo
    Springheel
    Hope to see you around more! :)

    Jan 02 2019 09:38 AM
  • Aosys's Photo
    Aosys
    Happy New Year!
    Jan 04 2019 12:19 AM
  • Petike the Taffer's Photo
    Petike the Taffer
    All the best to everyone.
    Jan 08 2019 04:25 PM
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Goldwell

As I have been getting a few requests for vocals recently I just wanted to inform everyone that I am no longer doing vocals for any project regardless of whether it's related to thief/tdm. I plan on fulfilling my old agreements but after they're done then that's it from me.
Apr 06 2018 01:17 AM
  • chakkman's Photo
    chakkman
    Good to hear. I mean, that you will still do vocals on your missions. The Shadows of Northdale campaign is very promising.
    Apr 07 2018 08:51 AM
  • Bikerdude's Photo
    Bikerdude
    In lue of young GW stepping away from VA, and as I have a good mic and some semblence of acting skill (not as good as GW) I am happy to try and step in if my voice is suitable that is.
    Apr 07 2018 04:21 PM
  • grayman's Photo
    grayman
    Thanks for your contributions. I guess I'm going to need to find the voice of "our friend" in William Steele's remaining missions elsewhere.
    Apr 08 2018 11:59 AM
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Goldwell

How many floppy disks would it take to store the dark mod and all its missions?
Dec 13 2017 01:42 PM
  • Obsttorte's Photo
    Obsttorte
    The latest ones I remember could store a bit over 3MB. If Mr. Bohr is right with the size we would talk about 3600 disks.
    Dec 13 2017 04:36 PM
  • freyk's Photo
    freyk
    and the drives van play music: https://youtu.be/cM_sAxrAu7Q
    Dec 13 2017 04:40 PM
  • Judith's Photo
    Judith
    That's gonna be hell of a Christmas present.
    Dec 13 2017 04:51 PM
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Goldwell

I wonder what the maximum amount of hours is to be considered a speed build? .... Asking for a friend.
Mar 28 2017 05:50 PM
  • Judith's Photo
    Judith
    Four hours it's a decent time... For texturing a model, or making a decent material :)
    Mar 29 2017 11:48 AM
  • demagogue's Photo
    demagogue
    Haha, actually I think it was 45 minutes. It's the opening room to the Chain Project for T2 if you want to see it. A bare small room with a locked door, table and plant, and an AI that immediately attacks. You kill him and the door opens. 4 hours is a bit more rational. How could you check anyway? Dromed saves the age of a map. I guess make a branch save when you start and then check the time stamp with the final save.
    Mar 29 2017 01:54 PM
  • stumpy's Photo
    stumpy
    no map size limit, 2 days, or 48 hours. And map to have at least 1/2 hour play time.
    Mar 29 2017 09:50 PM
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Goldwell

There is a rough cut for the steam greenlight trailer i've made here: https://www.youtube.com/watch?v=jK4xJ_Lx9-U After watching please let your opinion be known on it here: http://forums.thedarkmod.com/topic/18624-steam-greenlight-top-50-in-we-are/?p=401221
Locked Status Feb 10 2017 07:00 AM
  • Goldwell's Photo
    Goldwell
    The polls are only open for 24 hours from the timestamp on that post.
    Feb 10 2017 07:01 AM
  • Bikerdude's Photo
    Bikerdude
    Nice one fella.
    Feb 10 2017 08:21 AM
  • Goldwell's Photo
    Goldwell
    Polls are closed now.
    Feb 11 2017 03:58 AM
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Goldwell

Working on my rainy mission while it rains outside. The atmosphere is very inspiring, I just love rainy weather :)
Jan 06 2017 12:56 PM
  • Springheel's Photo
    Springheel
    I'd love to hear rain right now...it's -12 Celsius.

    Jan 06 2017 04:17 PM
  • Vae's Photo
    Vae
    Sounds great, Goldwell!
    Jan 08 2017 04:53 AM
  • SeriousToni's Photo
    SeriousToni
    Rain / Thunderstorm Maps are always so cool! Good luck with it! :)
    Jan 08 2017 05:31 PM
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Goldwell

A rather familiar face showed up in Deus Ex: System Rift http://i.imgur.com/jRdBEKY.jpg
Sep 25 2016 08:59 AM
  • Bikerdude's Photo
    Bikerdude
    heh, thats cool.
    Sep 25 2016 11:05 AM
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Goldwell

Even though the description says not to use it, will replacing a coinpurse on an AI with "atdm:prop_empty" mess anything up? the game seems to be fine so far but the description for the prop_empty was vocal about not using it.
Sep 06 2016 12:48 PM
  • Dragofer's Photo
    Dragofer
    Could you replace the item name in the two spawnargs with a -? Iirc that's how I've been deleting props that are attached by default.
    Sep 06 2016 02:43 PM
  • Obsttorte's Photo
    Obsttorte
    If the engine doesn't recognize the attached entity it will post a warning in the console and not attach anything (that's what is happening when you use -). You can hardly mess anything up he. But if atdm:prop_empty is an entity that actually exists and you just want to remove it, you should better be using -.
    Sep 06 2016 03:24 PM
  • Goldwell's Photo
    Goldwell
    Thank you both, i've replaced the spawnarg with just "-" to be on the safe side.
    Sep 06 2016 04:24 PM
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  • Bikerdude's Photo
    Bikerdude
    I remember this when the trailer first came out...
    Jul 21 2016 08:55 AM
  • Theothesnopp's Photo
    Theothesnopp
    holy frick, heard this band(?) years ago, "the major cities..." it had like 200 views.
    this might be my lifes biggest hipster moment.
    Jul 29 2016 09:18 PM
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Goldwell

So I found out a very cool piece of news today. My WIP is going to have a small voice acting cameo from an industry veteran. He has worked with Bethesda, Blizzard, Konami and he was even in Doom 3. But more on that later! ;)
Feb 01 2016 11:14 PM
  • Goldwell's Photo
    Goldwell
    He wasn't aware of the Dark Mod until we spoke however after checking it out he said "The whole Dark Mod project looks really cool". :)
    Feb 03 2016 12:32 AM
  • Bikerdude's Photo
    Bikerdude
    Nice.
    Feb 03 2016 04:21 PM
  • Tarhiel's Photo
    Tarhiel
    This sounds awesome and intriguing, not to mention praise for the whole Dark Mod must feel very appreciative :)
    May 21 2016 04:00 PM
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Goldwell

Mapping todo list for tonight: do the four other todo lists
Jan 13 2016 06:28 AM
  • Bikerdude's Photo
    Bikerdude
    Good man.
    Jan 13 2016 12:56 PM
  • Epifire's Photo
    Epifire
    Is this the same project that contains some overpriced furniture?
    Jan 13 2016 10:54 PM
  • Goldwell's Photo
    Goldwell
    Yep ;)
    Jan 14 2016 02:36 AM
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Goldwell

Is it possible to place too many loot items in a room? I don't know if i've lost the joy because frequently obtaining loot loses its special feeling or if i've played this part of the map about a hundred times
Jan 01 2016 10:49 AM
  • Goldwell's Photo
    Goldwell
    That's a good analogy, I guess i'll just have to keep tweaking. The main issue I have is that I love to decorate with paintings but they are usually loot too. So you can enter a room (noble) with say a golden brush, a chalice, some wine and then 2 or 3 paintings... and therein lies my problem.
    Jan 01 2016 11:49 AM
  • VanishedOne's Photo
    VanishedOne
    You don't like using func_static models for paintings? (I know it gives rise to the problem of identical-looking loot and non-loot, but that exists in plenty of existing maps.)
    Jan 01 2016 12:52 PM
  • Melan's Photo
    Melan
    Agree with Springheel. See Thief 4 for why "trash loot" is a problem.
    Jan 02 2016 06:13 AM
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Goldwell

When detailing a map there is a fine line between "that looks like it was there naturally" and "that looks like it was made to look like it was there naturally"
Dec 29 2015 05:52 AM
  • Bikerdude's Photo
    Bikerdude
    heh, ah yes to detail or not to detail that is the ultimate mappers dilemma.
    Dec 29 2015 07:14 AM