Search the Community
Searched results for '/tags/forums/game engines' or tags 'forums/game enginesq=/tags/forums/game engines&'.
-
KARANTIIN In KARANTIIN you can use anything you find. Manage your inventory, monitor your vital stats (food, thirst, health, bleeding, radiation,infection), search for supplies, and fight to stay alive. The game features an open world and two additional game modes. https://karantiin.itch.io/karantiin A little curiosity to play in the Browser https://doompdf.pages.dev/doom.pdf
-
http://i1049.photobucket.com/albums/s390/sirtaffsalot/vfat3_2015-02-16_18.15.48_zpsdf13cqmi.jpg UPDATE: This is now a Campaign Pack courtesy of Datiswous: https://www.thedarkmod.com/missiondetails/?internalName=vfatc What is The Complete Vengeance for a Thief Campaign? The Complete Vengeance for a Thief Campaign is a three part campaign with a brand new installment at the beginning called The Angel's Tear. The other two installments are the previously released A Pawn in the Game and The Art of revenge with new areas, additional story plus bug fixes and performance tweaks. What are the new areas in A Pawn in the Game and The Art of Revenge? Pics The Angel's Tear: New areas for A Pawn in the Game and The Art of Revenge: Download links: http://www.mediafire.com/download/c2p0myxp32hb8sb/The+Complete+Vengeance+for+a+Thief+Campaign.zip Installation instructions: Unzip the zip file and extract the three pk4s to The Dark Mod's FM folder. Load up TDM and play them in order. Thank you to the following: Bikerdude for help with visportals in the original A Pawn in the Game, visuals in The Angel's Tear plus all the mapping advice and tech support he has kindly provided me with over the years. Beta-testers for The Completer Vengeance for a Thief Campaign: AluminumHaste, Oldjim and Cookie. Beta-testers for the original A Pawn in the Game: Grayman, Bikerdude, Nbohr1more, Ppoe and Xarg Beta-testers for the original The Art of Revenge: Gnartsch, Obttorte, Lux and Jaxa. Everyone who helps me out in the Edtors Guild of this forum. Special shout out to Sotha, Grayman, Obsttorte and Bikerdude. Apologies if I've forgotten to mention anyone. The TDM team for providing me with countless hours of mapping and gameplay fun. Everyone who contributes anything to TDM to help make it the awesome mod that it is.
- 61 replies
-
- 12
-
-
For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
- 21 replies
-
- 15
-
-
-
Hi, I have a unique little mission to share soon for beta testing! It's an obstacle course, hidden within the city, to teach movement techniques that some players may not have tried yet. It's meant to be mostly easy, the "advanced" in the title just indicates to all that it's not a required tutorial before other missions. I've chosen a few tricks to teach that are useful, but hopefully still sensible and not too glitchy or game-breaking. This is my first mission and the visuals are quite blocky at this point. However, I did put some thought into the layout and textures, and I tried to write the readables "in-universe" while still clearly explaining things. Anyone will be welcome to try it out, give any feedback, and maybe weigh in on what the future of this kind of mission should be. If you're interested then please reply here for now, and soon I'll make/link a thread in the Beta Testing forum. (Obviously this is a busy season for many, don't worry if you reply and then end up not playing for a while, I have no deadlines in mind.) A few screenshots (in spoiler):
-
Virtual Rooms Vol.1 You are trapped in a virtual simulation of interconnected rooms, each holding its own challenge. Do you dare attempt the escape? Volume 1 marks the beginning of a journey. Future volumes of Virtual Rooms will be driven by the community: rooms will be created by different authors. We will set common rules as we go. Stay tuned for the upcoming kickoff of Volume 2! In the meantime, let know your thoughts about Volume 1 and "Virtual Rooms" as a concept. Feel free to criticize and/or suggest areas of improvement. Share your ideas. This initiative now belongs to all of you, members of this community and fans of The Dark Mod out there. EDIT - You can now discuss it here: [Alpha] Virtual Rooms Vol.2 Have fun Install instructions: Virtual Rooms Vol.1 is available in the in-game mission downloader. Alternatively, go to the "fms" folder, create the folder "vr_vol1" and place inside the pk4 file that you can download here. Room names, as reference: Known bugs: Cheers!
-
I just stumbled across this comment from @stgatilov and was wondering if the GUI-based debrief was implemented. Turns out is wasn't, so consider this an official feature request My own requirements aren't terribly complicated - just the ability to either: display a page or pages similar to the briefing show just a custom image (e.g. a newspaper article or something) display a readable like in the game (again the newspaper example works here). Not sure if it should display before the stats screen or after? I've only put about 2 minutes of thought into this, so I imagine others will have more to add. Also, I'm scared of working with GUI files, so making it as simple as possible would be great (especially if it's just to display an image).
-
oh yes i have it on this pc . used it originally for the diablo II mod made for it but i have been around in the main game but damn its hard . maybe when i get more used to it it will start to be more fun, right now i get smacked around pretty badly in it
-
still playing fallout 3 and 4 on my solus box and strangely it works better than on my windows machine. modding is a bit of a tongue in cheek experience but otherwise it plays pretty fantastically. fallout 4 was the only of the two games i had to make some changes to by using proton experimental otherwise sound did not work (xaudio problem). fallout 3 played right out of the box with no problems which i cannot say the same for on my windows machine which needed some modding with dsound wrappers and a heap replacer mod. i play 3 with the HD texture mods now as it looks better but needs patching the game executable to support LARGE_ADDRESS_AWARE because otherwise it runs out of memory. path of exile 2 also runs great on it despite the gfx card in it being a bit on the older side and has no support for any raytracing (rx 5700 xt). even got alan wake 2 to run on it but the lack of support for raytracing and mesh shaders means it runs on the lowest setting otherwise fps tanks hard.
-
So I just read in a post about the black parade over at ttlg that someone was using a custom script to create a little challenge. You can only save your game for every 200 loot you gather. As many missions struggle to give loot a valuable sense of existence because it is only used as a mission goal (while not being part of a campaign where it would carry over), I personally found this a really good and refreshing idea. So, would this be possible in the dark mod too, either as a customizable game option or as a custom script j in a fan mission ? What are your thoughts on this idea in general ?
-
Yeah, we get this kind of post every few years, about porting to whatever shiny new other engine is out there. For reasons already discussed, "porting" isn't even a good term for it, since you'd just be making an entirely new game practically from scratch. Just look at the size of our source code. The reason we moved to the Doom3 engine it in the first place was only because Thief Deadly Shadows didn't allow us to properly make good FMs. But now we can make FMs and it's open source. If there is some cool tech that the CryEngine or Unreal engines have, it's gonna be about infinitely easier to just port that cool tech into the TDM engine than vice versa, and in fact we've done that for a lot of cool new tech like soft shadows and ambient occlusion and the like. So that's really the way to go if you want to update the tech. And we're open source so you can do that. Anyway, all that said, one can still make a cool new TDM-inspired game in CryEngine, and I'd even encourage that to someone up to the challenge. For example I'd love to see a cyberpunk or modern stealth game, and that'd be good project for a new engine. I just think if they're making an entirely new game already, why not just make an entirely new game. Well one thing that might be cool is if someone made a game in another engine that could parse a TDM .pk4 file and open up as a map in itself. So then once you've made it, it already as all of our maps ready to play in it. I have an idea that that might not work well though, especially for custom things people put in the map. Also again, we can already play those maps now. If you're going to all that effort, let's have a new cool game with new cool maps!
-
[edit]Please note that this version of Return to the City has been superseded by an expanded and significantly performance-optimised rerelease, available here. However, I'd appreciate if some of these download links were left around so people can check out the original version if they wish.[/edit] Hello, Taffers! My FM for the Grand Christmas FM Contest, Return to the City, has been completed and available at TTLG (updated Hammers-into-Builders version) www.darklurker.com (updated Hammers-into-Builders version) www.uploading.com (Hammers-into-Builders update) www.mediafire.com (Hammers-into-Builders update) www.mediafire.com (second link - thanks, Vexd) (Hammers-into-Builders update) www.sharebee.com (thanks, Chiron!) (Hammers-into-Builders update) Have fun, and please read the release notes, below! (Especially point 1) Last but definitely not least, thanks are due to my beta testers, who have been very helpful in finding and fixing the bugs that have cropped up, as well as everyone on the TDM forums for their help and support. Thank you! Series information: All of my missions except Unbidden Guest (TMA) take place in a common setting and involve the same protagonist, although under different aliases - Talbot, Messer Johannes, Philby and others. None of them require previous knowledge of previous FMs, but there are common elements and a degree of continuity. The missions, in current order, are: Prowler of the Dark (TDP/Gold) (S): liberate a skull of paganic enchantment from an abandoned church, which is kept sealed and guarded by the Builders.Return to the City (The Dark Mod) (M): plunder the other side of the Builder complex to steal a pack of explosives. Patrols have been heightened because of the recent break-in. (This mission connects to the previous along the North/South axis - too bad I didn't have the time to let you revisit some old areas) (You are here!)Fiasco at Fauchard Street (The Dark Mod) (M): steal a collection of opals from the house of a wealthy usurer.Bad Debts (TMA) (XL): fallen on hard times, you take a job from a diminutive snitch to steal his letter of debt from Markus, a pawnshop owner/usurer (looks like a common theme). Rooftop extravaganza.Disorientation (TMA) (XL): following the events in the previous mission, you attract the unwanted attentions of Lady Azamlarg, district warden and judge, and have to break into her palace to deter her from further assassination attempts. More rooftops and conspiracies.
-
We know. There is already a support topic for that. https://forums.thedarkmod.com/index.php?/topic/22533-tdm-for-diii4a-support-topic/ And earlier: https://forums.thedarkmod.com/index.php?/topic/16672-trying-to-run-tdm-on-android/ And other systems: https://wiki.thedarkmod.com/index.php?title=Installer_and_Manual_Installation#Other_Systems
-
Fan Mission: The Accountant 2: New In Town by Goldwell (2016/05/09)
chakkman replied to Goldwell's topic in Fan Missions
If I recall correctly, Goldwell wrote in these forums once that he was working on a successor, but, ran into some technical trouble he couldn't solve when designing the mission. I think he's currently working on multiple parts of the Shadows of Northdale series. And, if I'm not mistaken, a little bird (on another forum) told that Act 3 is already in beta. -
It is unintended consequence. TDM had gamma = 1.2 by default, so all the menus were brighter when they should. The game was also more prone to color banding of near-black colors in cinematics. Now there is no postprocessing, the game should display the images and videos as they were made.
-
I say this with the utmost respect and gentleness but the original poster really doesn't have a clue what they're talking about. CryEngine and TDM Engine (it's far enough removed from D3 to call it that) are two completely different engines, designed for VERY different purposes. CryEngine uses a type of height map based method to create organic looking outdoor terrain, the TDM engine is a brush work based engine. You can't simply 'PORT' TDM to CryEngine...what you would be doing is rewriting CryEngine to be like the TDM Engine...and then you would have to recreate all of the functionality that the TDM Editor provides for level creation. The lighting would all have to be recreated. Basically, you're starting over from scratch. I appreciate the enthusiasm but it's naive. As for us not wanting 'nice things'...we already have two VERY nice things...the TDM Engine and Dark Radiant, two of the best pieces of Modded software in community lead mods anywhere! If the original poster doesn't think the TDM Engine is optimized enough for outdoor environments...the time would be better spent optimizing the TDM Engine for those sprawling environments. That being said, TDM Missions / Thief is not about sprawling missions anyway. It's about being in close quarters. Sorry but this whole thread really annoyed me. lol
-
I knew that the game would be niche, but, wouldn't have expected it to be that niche: https://steamdb.info/app/2800080/charts/ Whoever financed the game must curse hard now.
-
not really i dont have an account there i just skim news from the politic sections mostly nothing game related. i deleted all my social media accounts years back because it started becomming an echo chamber for people of a certain political leaning and i also did not agree on getting my data used for training AI and targetting me with ads from unsavory sources. but you cant really escape it fully as your phone is chock loaded with spyware and is required for identification everywhere here in denmark. but i limited the ammount of stuff they can pull from me by blocking all outgoing connections to known data collection sites and the rest are behind a vpn . gaming on a phone must be for people who like to destroy there eyesight i could probably do it on a large pad but not a phone lol. I have used it to watch films over my tv though.
-
hmm instead of lutris one could try heroic for game managment, it seems more developed as lutris has a tendency of breaking everytime theres a change to python which in these days happens a lot. does not support as many things but is generally more stable.
-
I'll probably try Thief 3 for the first time in forever after snobel finishes making a Linux version of Sneaky Upgrade. https://www.ttlg.com/forums/showthread.php?t=138607&page=82 https://www.ttlg.com/forums/showthread.php?t=153010
-
Well I think any outreach is good. Most users won't be that active, but a few will, and that's a few you wouldn't get otherwise. So in principle it's a good idea. But again, the issue is that despite the name, it's not actually a Doom3 mod anymore, not even really a total conversion. It's a separate standalone game that happens to use its engine as a base, and even that has been turned into essentially a new engine too. Edit: In the big picture, the issue is that we've already been in touch with both Steam and GOG, and there were issues getting TDM as a standalone game on both of them, about which the team basically voted we didn't want to go through the trouble of fixing, at least for the issues involved at that time. We're not really the kind of team that wants to formalize into a corporation to get on Steam, and I forget the specifics of GOG now, but IIRC it was them turning us down, or anyway stopping replying to us, more than the other way around. But again in principle, or at least I personally think getting onto GOG is great if it's ever possible.
-
============== -= IRIS =- ============== WELLINGTONCRAB TDM v 2.11 REQ Ver. 1.3 *For Maureen* -=- "Carry the light of the Builder, Brother. Unto its end." -Valediction of the Devoted "What year is this? Am I dreaming?" -Plea of the Thief Dear Iris, I am old and broken. When we were young it felt like the words came easily. Now I find the ink has long dried on the pen and I'm as wanting for words as coin in my purse. I can tell we are nearing the end of the tale; time enough for one more job before the curtain call... ============== -Installation- Requires minimum version of TDM 2.11 **Dev build dev17056-10800 (2.13) fixes several visual effects which have been broken in the mission since the release of 2.11. For that reason playing with that version or later is currently recommended** -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* *Support TDM by rating missions on Thief Guild: https://www.thiefguild.com/* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL * KLATREMUS - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
- 436 replies
-
- 24
-
-
-
Well done @stgatilov. We can finally crank in-game brightness / contrast up or down without altering the HUD. Loving it. My monitors are always configured on the lower end of brightness and contrast and the menus now look less crisp and a more saturated than in 2.13. Were the menus intentionally darkened or is this an unintended consequence?
-
Well, you were part of the discussion. The reason for the precedence choice was to support dynamic EFX in the future: https://forums.thedarkmod.com/index.php?/topic/21797-efx-preset-spawnarg-for-location-entities/#findComment-495076 I'm sorry this change somehow ruined your experience. If you find the tedious practice of using the EFX files more 'confiniant', feel free to do so, they are still supported after all.
-
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 three 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! File size: 358 mb
- 255 replies
-
- 25
-
-
============================================================== Title: Hidden Hands: The Anomaly Filename : hhta.pk4 Author: Jack Farmer Date of release: 01.05.2021 (version: 1) - 08.05.2021 (version 2) 16.03.2022 (version 3) EFX: Yes Version 2 available via the DM mission downloader (see subsequent post below for changes) Mission does not run under 2.08 due to missing new core assets - please update to 2.09 ============================================================== Hidden Hands series: I - Initiation II - Vitalic Fever III - The Lost Citadel IV - The Anomaly ============================================================== Jack Farmer: mapping & drafts Amadeus: revision/editing of all texts for readables, narration and dialogues, design consultation ("The walls are ugly!"...and your were right! ) Joebarnin: consultation for a custom script enabling a crucial in-game event Dragofer: consultation for custom scripts and S/R events, extraction & prefab packaging of Sotha's robots, bug fixes Destined: consultation for custom scripts and...fixing JacK's wrong custom scripts! Very special thanks go out to Geep for updating the Wiki helping me to solve several GUI problems within -literally - seconds! Beta testers: Joebarnin (lead) ate0ate Zerg Rush wesp5 datiswous Voice actors (in order of appearance): Malasdair The Thief AndrosTheOxen Jonus New Horizon Desmond Pilfered items: - portal sky with trees originally developed and arranged by Dragofer for "Down By The Riverside" - fireflies originally developed by Bikerdude for "Alberic's Curse" - floating boat set up (this time used for a different..."object") originally developed by Bikerdude for one of his missions - robots originally developed by Sotha for "Ulysses: Genesis" - new electric door move sound based on one of Sotha's robot sounds - selected cave architecture originally developed by Johannes Burock taken from the abandoned WIP thread - waterdrops sound taken from freesound.org produced by nicstage - custom machine sound taken from freesound.org produced by deleted-user4401185 - forest at night taken from freesound.org produced by felix-blume - machine3 sound taken from freesound.org produced by lupalenzuela - tape-deck-startup taken from freesound.org produced by soundjoao - electric-zap-electricity taken from freesound.org produced by wakerone - static_stylophone_a taken from freesound.org produced by inspectorj - steady-machine-with-hum taken from freesound.org produced by craigsmith - radio_noise taken from freesound.org produced by inspectorj - chain-rustling taken from freesound.org produced by nathanmanaker - wind_turbin taken from freesound.org produced by dommygee - selected guitar_feedback taken from freesound.org originally produced by oymaldonado - stream-water-c taken from freesound.org produced by inspectorj - mic-feedback-fx-short-mid-2 taken from freesound.org produced by chimerical - megaphone-feedback taken from freesound.org produced by deleted-user-2104797 All other new fx sound created by Jack Farmer using a Korg M1 synth, kitchen equipment and his weird voice All new ambient tracks produced and mixed by Jack Farmer sometimes with additional ambient sound samples originally produced by gigagooga Briefing video by SirSmokeALot --------------------------------------------------------------------------------------