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  1. I can't say anything about this, the game with its minimum requirements is wish thinking for my poor Laptop. It only caught my attention when I saw a complete gamemovie in YT (in Spanish), appreciating it as a highly original and beautiful game with a good plot. Apart of enthusiastic user comments in Steam.
  2. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  3. Pragmata "Wherever you go, I'll be there." Pragmata is a unique, sci-fi action-adventure game from Capcom. Follow Hugh, a member of an ill-fated investigation team, and Diana, a young android, as they navigate a lunar facility taken over by rogue AI in search of a way to Earth. ONE TRAGIC ACCIDENT. AN UNLIKELY DUO. At a remote lunar research facility, humanity discovers a new ore—one that, when properly refined, can be used to create almost anything using 3D printers. When the facility suddenly falls silent, Hugh and his team are dispatched to investigate...but then disaster strikes. Hugh is saved by Diana, a lone android wandering the complex. The two of them must join forces to find a way off the moon while working their way through an AI-controlled facility bent on stopping them. Min Sys Specs OS: Windows 11 (64 bit) Processor: Intel Core i5-8500 / AMD Ryzen 5 3500 Memory: 16 GB RAM Graphics: NVIDIA GeForce GTX 1660 6 GB / Radeon RX 5500 XT 8 GB DirectX: Version 12 Network: Broadband Internet connection Storage: 40 GB available space Additional Notes: Estimated performance when set to "Performance" preset: 1080p/45 fps. Framerate might drop in graphics-intensive scenes. SSD recommended.
  4. Anyone knows this game? https://store.steampowered.com/app/648410/Colony_Ship_A_PostEarth_Role_Playing_Game/ Maybe this is actually a more interesting turn-based tactics based game: I read there's heavy use of stealth and hacking involved. Some reviewer compared it to Invisible Inc.
  5. OK, after further investigation I think my GPU either has a problem with it, I've got a dodgy setting in my TDM config, or the engine just scales poorly when it has to render at 4k. Which isn't that surprising, it's quadruple pixels compared to 1080p after all. But I've seen commercial games using say the Unreal 3 engine rock solid at 4K without any need to tweak too much if at all. Admittedly it's unfair to compare a AAA game to a community effort so it's worth keeping perspective. I loaded an older FM (Penny Dreadful 3) and found that in certain areas I was getting less than 50 FPS in certain interior rooms when my render scale was still at 1.0. LOD had no effect here because I don't think newer effects were implemented at higher LODs in this mission, or at least in the areas I were testing. Shadow quality definitely has an impact (I use Maps). But it's hard to tell if I'm GPU bound or CPU bound at this point. The Doom 3 per-pixel lighting might be killing it or it's something else. In any case if the GPU is being dodgy I might be in a position to get something newer, but I wasn't expected to do so for The Dark Mod of all things! Oh well.
  6. This has been a recurring issue for me over the past year or so and I'm finally fed up enough with it to make a forum post about it. I've not been able to find anything else with either a forum or discord search, so I'm hoping I can get some troubleshooting assistance here. Sometimes, on larger maps with lots of custom assets and/or scripting, when I'm attempting to load a save file the game just... hangs. At like 1% loaded, in the loading screen. This happens to me a lot with Seeking Lady Leicester, but also has started happening to my most recent playthrough of The Lieutenant 2. Some relevant notes: - I am on the latest beta branch, but this has been happening to me since at least 2.13, so I don't think its a beta-specific bug. - I'm on Windows 10. - Starting a fresh run of the map does not ever reproduce this problem (I can reliably fresh-load a map even when I can't save-load it), and it doesn't happen until I close the game and reopen it (so, if I start a new mission and play a bit, I can reliably load save files if I get caught or whatever. Its not until I save after a long gaming session and try to pick up where I left off later that I occasionally hit this bug). - Usually I get around this issue with a complete reinstall of TDM? But my most recent reinstall didn't do it for my playthrough of Lieutenant 2. - Once this happens to me, there's no way for me to close the game or go back to the main menu. I have to alt+F4 or Task Manager kill TDM. - When I'm loading a save or a new map and things are working correctly, I am unable to open the dev console during the load. However, when I get stuck in this bad state, the dev console is openable. I've attached a screenshot of the contents of the dev console just in case its illuminating, although there are no scary looking errors or warning text that I can see. If we want me to try any commands when I get into this state I'd be happy to poke around. Let me know if this explanation makes sense, or if there's anything I should try or any debug info I should poke around the game's folder for.
  7. So any idea why I cant get these rising bubbles to show in-game..? its showing in DR just fine.
  8. Hello, I hope I'm in the right forum today, and I apologize if I'm not. I've been playing FM IRIS for the past three days without any technical issues and am about halfway through the game. Since yesterday, the game has started crashing in a specific situation. Always at the same spot. Once I managed to skip that part, the game continued running. After I shut down my computer yesterday and booted it up again today, when tdm starts up—after the loading bar finishes—the screen goes black and returns to the Windows desktop. No error message. If I completely restart the game, everything works perfectly. The mod is fantastic, but I’ve spent a lot of time on it now and don’t know if it will crash again after three days if I start playing it again. Does anyone have any idea what might be causing this? I couldn’t find any clues in the FAQ. The tdm version is 2.12/64 #10651 Thank you very much DESKTOP-USer.txt
  9. Does anyone know Star Trek Deep Space Nine The Fallen? It's very interesting because the gameplay is a sort of action adventure, so not a direct shooter. (The game itself is for Windows, but can be played on Linux via Wine, the info in this topic is still useful mostly for Windows users as well)
  10. I don't think you (can) know this.. It doesn't make any sense to me. I would assume most players have a pc that can run games on higher settings. It seems stupid to play the game on low end settings if your pc can handle it quite easilly.
  11. With this Lutris script I am able to install the game from cdrom. It also succesfully installs the two patches: Best to make a copy of the disc and mount the iso I think. You have to download the YAML file and in Lutris choose for "Install from local install script". Then you have to point to that file. After install you might have to reconfigure the paths to the game locations. The install script assumes certain locations, but I found to be often wrong, so I had to alter the paths in configure window (tab "Game options"). If you run the game after it will ask for the renderer, then if you choose for Direct3D it will use Dgvoodo. This will work, but I found it would not support my screen resolution. I think it actually had only support for 16:10 aspect ratio, not 16:9. For this reason I would recommend installing the Direct X 11 patch and disabling Dgvoodo in Lutris configure game. Dgvoodoo does not work with the Dirext 11 mode. Then when you start up it will ask for the 3d Renderer and you choose for Other, which will give you option OpenGL and Directx 11. You choose Directx 11. If it doesn't ask for the renderer on start, you can set it via the in-game Options menu. Then in Options menu of game you can set resolution. You can also go into the console via ~ key and then typ "preferences". Then you can set advanced settings. For example in Renderer options, you can set Anisotropic filtering to 16 and Anti Aliasing to (in my case) 8.
  12. Another procedural animation I've been playing with. There is already predefined "look at" event in the game. When I set up NPC to look at the path node it was a little buggy. Anyone tried to set up NPCs looking at player? They do seem to look up when they throw stones. tdm_ai_head_tracking_humanoid.script
  13. at one time there were literal hundreds we had a thriving community dedicated to work on the idtech 1 through 3 engines creating some rather unique ones along the way. these days only a few survived, but they are also pretty good. quakespasm is multiplatform but otherwise faithfull to the old look. behind the scenes the engine was updated immensly though with mouse driven menus, shader based rendering, and 64 bit support. darkplaces was a complete rewrite of the source code by lord havoc and one of the most advanced. sports bumpmapping, pbr, rtlights, glsl shaders, client side qc effects, shadowmaps, and quite a lot more. then theres engines like fteqw which is a multi quake engine that can play quake 1 2 3 and hexen 2. supports the same features as darkplaces but focusses more on online play and deathmatches but can also play singleplayer. has a built in feature for downloading mods like TDM does. QMB: was a port that originally was most known for its advanced particle system and neural network based bot matches. it has luma textures, colored lighting, high quality video capture, and cell shading. joequake was based of the original code but rewritten quite a bit. sports independent server client physics, ghost mode recording, browseable demos maps mods etc, a better mouse driven menu, high quality video capture, colored lighting, and supports most mods out there. list is pretty long so ill stop before it gets embarrasing but they all support HD textures as well and some of them can even use quake 3 models in quake 1 as well as skeletal models for some of them like fteqw and darkplaces.
  14. The same thing I did in Bloodlines before we had the SDK. The id engines all have their entities in seperate text lists or files so you can change entity parameters, like location, angle or model there without touching the level geometry :)!
  15. 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
  16. I'm trying to install the game via the installer, but the download always times out and thus stops. PROGRESS 35.80% : Downloading "http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4"... [curl-res] ret:28 http:206 Warning: Timeout for request with 6 segments of total size 4207551 on URL http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 554-4527 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out465.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 8973-11629 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out466.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 12547-14792 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out467.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 18858-21897 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out468.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 28077-552364 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out469.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 552365-1076652 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out470.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 1076653-1600940 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out471.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 1600941-2125228 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out472.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 2125229-2649516 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out473.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 2649517-3173804 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out474.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 3173805-3698092 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out475.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 3698093-4222380 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out476.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_base01.pk4 -r 4222381-4223110 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out477.bin [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_carpet01.pk4 -r 0-181088 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out478.bin PROGRESS 35.89% : Downloading "http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_carpet01.pk4"... [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 -r 0-3206616 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out479.bin PROGRESS 35.90% : Downloading "http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4"... [curl-res] ret:28 http:206 Warning: Timeout for request with 7 segments of total size 3207317 on URL http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 -r 0-386666 -Y 1000 -y 10 --connect-timeout 10 -A "tdm_installer/1.13" -o out480.bin [curl-res] ret:28 http:0 Warning: Timeout for request with 1 segments of total size 386767 on URL http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 -r 0-32767 -Y 1000 -y 10 --connect-timeout 30 -A "tdm_installer/1.13" -o out481.bin [curl-res] ret:28 http:0 Warning: Timeout for request with 1 segments of total size 32776 on URL http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 -r 0-4095 -Y 1000 -y 10 --connect-timeout 30 -A "tdm_installer/1.13" -o out482.bin [curl-res] ret:28 http:0 Warning: Timeout for request with 1 segments of total size 4097 on URL http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 [curl-cmd] curl http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 -r 0-4095 -Y 1000 -y 60 --connect-timeout 60 -A "tdm_installer/1.13" -o out483.bin [curl-res] ret:28 http:0 Warning: Timeout for request with 1 segments of total size 4097 on URL http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 ERROR: Repeated timeout on URL http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 Warning: Showing error message: Repeated timeout on URL http://darkmod.taaaki.za.net/release/zipsync/release/release212_from_release211/tdm_textures_nature01.pk4 It always stops here or at a cobblestone texture file. Is there maybe an other mirror or has anyone got any other ideas? I'm running the newest version of the installer (v1.13) and I'm on Linux Mint 22.2
  17. Cralon: Btw. I saw one youtube reviewer saying that the demo was really bad, but this is also the first part of the game. So when you start playing the full game, you start with the worst part of the game and after that the game starts to become more interesting. Although certain aspects (combat, stealth) are still really bad.
  18. Analysis of rendering techniques used in Elden Ring: https://mamoniem.com/behind-the-pretty-frames-elden-ring/ Ever since I first saw the game I was fascinated by its indoor lighting which also puzzled me a lot every time I looked at it, because no other game had it like that. Apparently its distinctive look is a result of using Image Based Lighting and Irradiance Volumes.
  19. Not quite. It's a very small team, and creating such game worlds takes ages indeed. Gloomwood was first announced in 2020, and, it's safe to say that it already was in development for some time at that point. Now we have 2026, and the game surely will be in development for another 3, if not 4 years. How long will Bethesda take for the next Fallout? How long did Rockstar Games take for GTA 6? And, those are monster multiple hundred devs studios. You know what's deperessing for me about modern game development? That they have to put 90% of the work in visual fidelity. Seeing that a shiny surface is so much more important than gameplay depth is very depressing indeed.
  20. 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.
  21. Okay, I think the reason is that the game saves the complete history of game console in memory r_showprimitives generates a lot of spam, basically 300 lines per second on 300 FPS. So after 5 minutes you have 90000 lines of text in memory. Also, the addition of the new line to the history uses the original method Append instead of the AddGrow I added. While AddGrow doubles array size on every reallocation, Append only adds constant granularity on every resize, which is in this case 1024. So e.g. every 3 seconds the history hits the new 1024N size and reallocates completely, having to copy the whole history again. And one of the reason why this history is saved is condump. So we can't just drop older lines...
  22. "When the leaves change and the air is still, there is a quiet." -Lady Blackbriar -=| DISPLACEMENT |=- BY AMADEUS & WELLINGTONCRAB = DOWNLOAD = <( | )> -REQUIRES TDM 2.14- -JOIN THE BETA NOW- "Seek not the prideful sin that is perfection The Builder's light shines through all flaws. It is His wisdom to recognize a thing is done Before it is ever truly finished." -St. Edgar's Sermon of Rust LAMPFIRE HILLS... They say the woods around here give the tourists bad dreams, but I don't mind. I like it here. I feel like a piece of me belongs here. ... That it fits. DISPLACEMENT is a medium-sized traditional manor mission with a highly variable playtime. *2.14 provides a number of improvements to gameplay, performance, and stability. It is strongly encouraged to play on the latest 2.14 beta release. Join in testing now!* *Mods such as the “Unofficial Patch” and “TDM Modpack” are not supported by this mission and should be used at your own risk* https://www.thiefguild.com/fanmissions/97429/displacement CREDITS: ADDITIONAL MUSIC: -AIRSHIP BALLET -GIGAGOOGA ADDITIONAL SCRIPTING: -DRAGOFER -OBSTORTTE -FROST SALAMANDER -KINGSAL ADDITIONAL ASSETS: -KINGSAL -TDASH -SKACKY -BIKERDUDE -GOLDWELL -EPIFIRE -STRUNK -SHANNEN ART -POLYHAVEN -TEXTURES.COM -SKETCHFAB CULTURAL HERITAGE CC0 COMMUNITY -LOISTE INTERACTIVE -COLINFIZGIG -CDMIR BETA TESTERS: -KINGSAL -GOLDWELL -MAT99 -FROST SALAMANDER -MIKE A -STGATILOV -STIFU -MARBLEMAN -DETEEFF -THEBIGH FURTHER ACKNOWLEDGMENTS: -STIFU FOR HIS EFFORT IN FIXING THE NOTORIOUS STUCK AI AND ARROW CRASH BUGS. -STGATILOV WHO MADE A NUMBER OF 2.14 OPTIMIZATIONS AND BUG FIXES. -KINGSAL FOR PROVIDING SOME OF THE MAIN MENU GUI ASSETS -PURAH FOR ORIGINATING THE SETTING OF LAMPFIRE HILLS, REIMAGINED HERE, IN HIS THIEF FMS. -GUY-ON THE COUCH AND JAM61 FOR THEIR SILENT HILL COMMUNITY MAPS WHICH HEAVILY INSPIRED THE LAMPFIRE HILLS REGION MAP. -SPECIAL THANKS TO LOISTE INTERACTIVE FOR ALLOWING US TO USE ASSETS FROM THEIR GAME "INFRA." SOME ADDIITONAL DETAILED LICENSING INFORMATION: SOME NOTES ON PERFORMANCE: NOTE TO MAPPERS: MOST OF THE NEW ASSETS IN THE MISSION ARE INCLUDED IN 2.14
  23. You can try to make a junction (aka softlink for a directory on Windows) for fms directory. Then F:\tdm\fms will transparently redirect all accesses to G:\my_fms, for example. But in general, TDM completely has a principle "everything is inside a single TDM root directory", there is no other supported way. I'm not sure what you mean by "native file handler list". Some in-game mission lists sort missions by release date, but in this case there is a small GUI element at the corner which you can click and change ordering to be "by name". Note that filesystem sees the codenames of the missions like e.g. "stlucia" which the game never displays. The game usually displays readable title, which is like "Mission 2: Tears of Saint Lucia". English language is full of articles, and there was some effort to automatically remove articles like "The" or "A" at the beginning of the title before sorting missions. Not that I like this practice...
  24. Welcome to the Snatcher's Workshop. Come on in, we may have something for you today. Feel free to look around. We trade everything here. --------------------------------------------------------------------------- We realize new ideas and take existing ideas for a spin. For fun. Somewhere in this post you will find a download with mods. Good care was put to make all mods as little intrusive as possible to make them compatible with as many missions as possible. This set of mods will never break your game but some features won't be available in a handful of missions (the reasons are known). Feel free to report here what works and what doesn't. TDM Modpack 5.1 Compatible with The Dark Mod 2.13 or later (2.14 or later recommended) A lightweight, stable, non-intrusive, mission-friendly Modpack for The Dark Mod that includes many enhancements and a new set of tools and abilities for our protagonist: peek through doors, blow and ignite candles, whistle to distract enemies, mark your location, an invisibility-speed combo and more. Mods included in the pack do not alter your game or any of the missions in any relevant way. The pack includes enhancements to the core game and additions that can be used in missions but at the same time respects the vision of the mission creators. It is up to you to make use of any of the new tools and abilities or not. Please note that sometimes authors include in their missions their own versions of core files and as a result, some mods are not available in some missions. All missions will play fine regardless. Release posts: v5 series: v5.0 | v5.1 v4 series: v4.0 | v4.2 | v4.5 | v4.6 v3 series: v3.0 | v3.2 | v3.3 | v3.4 | v3.5 | v3.6 | v3.8 v2 series: v2.0 | v2.2 | v2.4 | v2.5 | v2.6 | v2.7 | v2.8 v1 series: v1.0 | v1.2 | v1.4 | v1.6 | v1.8 What's included in the pack? -:- APP: GENERIC MOD ENABLER -:- Credits: JoneSoft License: Free for unlimited time for Home users and non-profit organizations. Description: A portable, freely distributable Mod enabler/disabler. This application is required to run mods safely and it is included in the pack. At the heart of the Modpack resides JSGME (JoneSoft Generic Mod Enabler), an application that allows players to enable and disable mods with one click. JSGME has been around for more than a decade and it is to be fully trusted. Refer to the install instructions section at the bottom for full details. -:- MOD: CORE ESSENTIALS -:- A pack that includes a variety of mods from the best modders of TDM: ~ FAST DOORS Credits: Idea and programming by Obsttorte. Treatment by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn, The Imperial Sword, Volta 3: Gemcutter and a handful of lesser missions. Description: Being chased? In a rush? No problem: doors open and close faster when running. Topic: Slam doors open while running ~ QUIET DOORS Credits: An idea by SeriousToni (Sneak & Destroy mission). Mod by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn, The Imperial Sword, Volta 3: Gemcutter and a handful of lesser missions. Description: A vast number of doors play more subtle, sneaky sounds for a quieter, stealthier experience. This applies to doors that come with default sounds but only when manipulated by the player. Topic: Decrease volume of open/close door sounds triggered by player ~ LOOT ANIMATIONS Credits: Original idea by Goldwell (Noble Affairs mission). Programming by Obsttorte. Treatment by snatcher and wesp5. Availability: All missions except You Only Fly Thrice and a bunch of missions that come with their own implementation (tdm_frobactions.script). Description: Moves the loot towards the player before putting it in the inventory, underlining the impression of actually taking it. This mod comes with a subtle new loot sound that goes along nicely with the animation. ~ DYNAMIC INVENTORY Credits: snatcher. Availability: All missions. Description: When picking up loot this mod displays the loot info in the inventory and shortly after reverts back to the last non-loot item selected. The mod in addition, remembers the last item selected when shouldering and unshouldering a body. ~ SMART CONTAINERS Credits: Obsttorte (source code updates), Dragofer (similar attempts), snatcher. Availability: All missions. Description: To facilitate looting, the bottom of many containers (chests, jewellery boxes, etc...) gets automatically disabled at the beginning of the mission and only the lid remains frobable. ~ STEALTH MONITOR Credits: kcghost, Dragofer, snatcher. Availability: All missions. Description: Display some stats (Suspicions / Searches / Sightings) and the Stealth Score during a mission. Just bring up the "Loot" inventory icon and press "Use" (or setup a dedicated key). ~ STEALTH ALERT Credits: snatcher. Availability: All missions. Description: Completing a mission without being seen is something that can be done with some practice and patience. This mod will play an alerting chime whenever you are seen so that you don't have to monitor the Stealth stats all the time. ~ BLINKING ITEMS Credits: snatcher. Availability: All missions. Requisites: Console command r_newFrob must be 0, which is the game default. Description: Items within frob distance that go into the inventory (plus static readables) emit a subtle blink. This pulse can help you identify some valuable items that otherwise are difficult to detect. Topic: New Frob Shader ~ SMART OBJECTS Credits: snatcher, Dragofer. Availability: All missions. Description: Display actor and object names whenever you grab an entity with a name. In addition, objects (except AI entities) do not make or propagate sounds on impact while being manipulated. Topics: No impact sounds while holding an object / Nameless objects... a missed opportunity ~ ALT FOOTSTEPS Credits: SeriousToni. Availability: All missions except Hazard Pay, Noble Affairs, Shadows of Northdale ACT I and ACT II, Snowed Inn, Volta 2: Cauldron and a handful of lesser missions. Description: Alternative sounds of walk/run/land footsteps on water and landing sounds on squeaky wood for our protagonist. Topic: New Footstep sounds ~ MISCELLANEOUS Alternative high mantle sound for our protagonist. Removed two anticlimactic player dying sounds Revamped and extended "Mission Complete" audio theme. Standardization of frob distances for some doors. Decreased brightness of the Objectives, the Inventory and stock newspapers. Player weapons are a tad visually visible in the dark (to player only) -:- MOD: PLAYER SKILLS -:- A new "Skills" category is added to the inventory on mission load and the category includes the below abilities: ~ SKILL: PEEK Credits: Dragofer, snatcher, wesp5 Availability: All missions. Description: When the item is selected the player can peek through any regular door. Select the item in the inventory and "Use" it on a door. Topic: Peek through (almost) every door ~ SKILL: BLOW / IGNITE Credits: Dragofer, wesp5, Obsttorte, snatcher. Availability: All missions. Description: When the item is selected the player can blow out and light up candles and oil lamps. Select the item in the inventory and "Use" it on small flame sources. Topic: Extinguish small lights with a blow ~ SKILL: WHISTLE Credits: snatcher. Availability: All missions. Description: When the item is selected the player can whistle and draw the attention of nearby AI. The more you whistle, the more attention it draws. Select the item in the inventory and just "Use" it. Keep a safe distance. ~ SKILL: ALCHEMY Credits: OrbWeaver, MirceaKitsune, datiswous, wesp5, snatcher. Availability: All missions. Description: When the item is selected the player can alter the properties of broadhead arrows by applying different reagents. Select the item in the inventory and "Use" it repeatedly to cycle through the different arrow types. Topic: Alchemy to alter arrow properties? Arrow types: Shadow arrow compound or "Darkdust": Widely believed to be a myth, little to nothing is known about anti-light matter. Where did our protagonist get his formula from? When this substance is subject to strain the particles implode and the residual component absorbs light until it dissipates completely. Flare arrow compound or "Starlight": A recipe based on luminescent mushrooms and other exotic herbs. The resulting powder produces, for limited time, a dim but steady blue-ish glow when mixed with the right reactive. A high concentration of the active mixture can cause a burning sensation to the eyes. ~ SKILL: LOOP Credits: snatcher. Availability: All missions. Description: When the item is selected the player can teleport between two points. You can activate the loop any time and use it to quickly travel back to a safe location, to explore two different areas in parallel or to ambush AI. If the loop fails keep trying, you should be able to get to your destination eventually. If your path forward is blocked you can break the loop by pressing the "use" key for 10 seconds, just make sure you are on the correct side of the loop... ~ SKILL: PENUMBRA Credits: VanishedOne (speed potion), kingsal (invisibility potion), snatcher (alchemy). Availability: All missions. Description: When the item is selected the player can avoid light sources and run faster than usual for limited time. Health consumed will gradually be restored. Penumbra doesn't muffle the noise you make and it doesn't work when in contact with water. THE PATH TO UMBRA: How to become one with the shadows Did you know? You can set key bindings for the skills by clicking on the Modpack banner in the Main screen: -:- MOD: ADVANCED BOW -:- Credits: snatcher. Availability: Most missions (a few missions do things differently but you should never notice). Description: Nock and draw arrows at a faster rate. Extended radius of gas arrow effect. Chance to retrieve rope arrows when missing a shot. -:- MOD: CLASSIC BLACKJACK -:- Credits: Obsttorte, snatcher. Availability: All missions except A House of Locked Secrets. Description: A straightforward approach to blackjacking with new rules and mechanics inspired by the original Thief games. Never miss a KO again! - No indicator required. "Classic Blackjack" rules: Some AI are KO-immune and cannot be KOed: * Undead, creatures... * Guards wearing heavy helmets (to respect TDM vision) * Other: set by mission authors for the plot, in example The rest of AI can be KOed, just aim for the head: * Civilians: Can always be knocked out from any direction * Combatants: Can always be knocked out (including when fleeing) from any direction except when in high alert state (normally in combat mode) As reference, you can find in the Wiki the set of rules of the non-modded TDM: https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay#Blackjacking -:- MOD: FLASH GRENADE -:- Credits: snatcher, kingsal. Availability: All missions except Displacement, Hazard Pay and Moongate Ruckus. Description: Flashbombs are clumsy and loud but as effective as ever. Instead of throwing Flashbombs like a cannonball we now toss them. Instead of exploding on impact Flashbombs now have a fuse. The chances of blinding have been greatly increased. -:- MOD: FRAGILE BOTTLES -:- Credits: Idea by MirceaKitsune, snatcher. Availability: All missions except Displacement (custom bottles but no custom broken fragments) and few items in A Reputation to Uphold and Shadows of Northdale ACT I & ACT II. Description: No stealth game is complete without some good bottle smashing! There are hundreds and hundreds of bottles in our mission catalogue: head to your nearest tavern or kitchen, grab a bottle and throw it to distract AI, extinguish fires... -:- MOD: HEALING BOOST -:- Credits: snatcher. Availability: Most missions (a few missions do things differently but you should never notice). Description: Food and Health Potions provide an extra recovery boost. Here is a table with the new health points (player max health is 100): 24 -> 50: Health potion 06 -> 20: Cheese Wheel 06 -> 10: Fish Mackerel 03 -> 10: Bluefish 03 -> 10: Bread 03 -> 10: Cake 03 -> 10: Cheese Wedge 03 -> 05: Muffin 01 -> 05: Apple 01 -> 05: Pear 01 -> 05: Carrot 01 -> 05: Turnip -:- MOD: INVENTORY PANELS -:- Credits: snatcher. Availability: All missions. Description: More compact. Items can be sorted. Adjust ambient volume, brightness, gamma and saturation directly from the Inventory grid. -:- MOD: LIGHT STONES -:- Credits: Idea by Zerg Rush, snatcher. Availability: All missions. Requisites: Lightgem enabled in Gameplay > General settings. Description: Splits the Light Gem into smaller stones with unique light detection levels. -:- MOD: PREMIUM LANTERN -:- Credits: snatcher. Availability: All missions except Flakebridge Monastery, Hazard pay, Moongate Ruckus, Snowed Inn, Vota 1, 2 & 3. Description: The mod replaces the light of the player lantern with a less intense, forward facing version. In addition, the lantern icon is always displayed when the lantern is on. Also, on and off sounds have been added. -:- MOD: RING HELPER -:- Credits: snatcher. Availability: All missions but the ring is dimmer when using the x-ray glasses or other overlays. Requisites: Frob Helper enabled in Gameplay > General settings. Description: The mod replaces the white dot pointer (Frob Helper) with an advanced ring-shaped aimer. The main difference is that the helper is now available for all objects you can interact with, large or small. Topic: Frob Helper discussion Options in Gameplay > General > Show Frob Helper: Always: Pointer and Ring Hover: Instant Ring Fade In: Ring delayed by one second Fade In Fast: Ring delayed by half second No: Off -:- MOD: SHADOW MARK -:- Credits: snatcher, Obsttorte. Availability: All missions. Description: Our protagonist's lucky deck! When the item is selected the player can drop and throw playing cards to mark a location. Cards can be retrieved. AI will not normally mind a single card lying around but cards can sometimes be noticed. Topic: Find more details in this post -:- MOD: SHOCK MINE -:- Credits: wesp5, snatcher. Availability: All missions. Description: This mod replaces the Flashmines with portable contraptions originally intended to store energy that have been altered to deliver a non-lethal electric shock to those who step on them. Remember: mines can be disarmed with the lockpicks! -:- MOD: SIMPLE SUBTITLES -:- Credits: Geep, stgatilov, snatcher. Availability: All missions. Description: A minimalist, imperfect approach to subtitles (you can set the scope of the subs in the audio settings). Topics: Subtitles - Possibilities Beyond 2.11 / English Subtitles for AI Barks Go to the audio settings and set the scope you prefer: Story: Story only On: Story and general speech (Give it a try!) Off: Disable subtitles Features of the mod: Background replaced with a font outline. Audio source widget replaced with a text transparency based on distance (volume) to the source. Yellow font color for story subs for best contrast, light grey font color for anything else. Non-story subs limited to a single instance, so that players aren't bothered too much with non-relevant subs (barks). --------------------------------------------------------------------------- DOWNLOADS / INSTALL / UNINSTALL So, how do I install and play with all this? Quite easy, but pay attention. I don't want you to break your game so we will be using a "Mod Enabler". A Mod Enabler allows you to enable and disable mods at will, with a few clicks. Before moving forward you must know a couple of things: The moment you enable a mod, previous saves will not work. If you want to load previous saves then you will have to disable the mod. If you play a mission with mods, the saves will only work when that exact set of mods are enabled. This above is important in case you deem your current saves precious. Consider yourself informed. DOWNLOADS You can download the TDM Modpack from Mod DB: INSTALL INSTRUCTIONS Download the zip, unzip it, and move contents to your TDM root folder: Folder "MODS" File "JSGME.exe" Go to your TDM root folder and double click on JSGME.exe (yellow icon). The first time you launch JSGME, it will ask for the "Mods Folder Name". Leave "MODS" and click OK. Now to your left you will find a list of mods available. To your right you will find a list of mods currently enabled. To enable a mod, select a mod on the left, and click on the arrow pointing to the right. To disable a mod, select a mod on the right, and click on the arrow pointing to the left. Go and enable the mods you want: UNINSTALL INSTRUCTIONS Quit the game (to unblock files) Go to your TDM root folder and double click on JSGME.ese (yellow icon) Disable all mods found on the right Close JSGME Delete the following: Folder "MODS" File "JSGME.exe" File "JSGME.ini" --------------------------------------------------------------------------- I hope you enjoy the mods. No coin? then leave a like for pirate's sake!
  25. How about adding the following config-line to your darkmod.cfg file, so you can store the FM folder somewhere else: set fs_ModSavePath "h:\darkmod/fms" More info: https://forums.thedarkmod.com/index.php?/topic/20991-using-system-wide-file-locations/#findComment-462471 Or just move the whole TDM folder to the H-drive. Because the TDM folder is "portable", it keep all the files inside it, as stgatilov posted. (unles you change things in the darkmod.cfg file)
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