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  1. Yuletide Boon The idea behind this mission was to again show, what can be built in a small amount of time and with help from other community members. It also showcases the new church modules that I don't think have been used all that much in previous FMs. Enjoy Notes: - TDM 2.13 or later is REQUIRED to play this mission. - Build time roughly 50hrs. - I have created serveral new custom models and prefabs for mappers to use, based of the church models. Download Link: - (v1.1) - https://drive.google.com/file/d/134U40o6wh659wzad7fWqm6wd_dOIQfVa/view?usp=sharing Credits: Special thanks: - Springheel for creating the church modules. - Jack 'mozart' farmer for the briefing video and menu music. - datiswous - subtitles. - Goldwell - voice acting and briefing additions. - Dragofer - pagan statue from http://www.cadnav.com/3d-models/model-40413.html - Misc - Melted candlewax texture from - www.pexels.com/photo/close-up-of-wax-of-a-melted-candle-17959695 beta testers: -Jackfarmer, datiswous, CambridgeSpy, DavyJones, Mat99.
  2. Hey guys, Haven't played in a while. Another question. In episode 1, I got to the painting opened it up, but couldn't grab the painting. I opened the glass door... Is there something wrong with her nose? Thought there may be a diamond or some thing, I can't do anything with it. It's just a grey spot. Another question, when I now just downloaded episode 3, does that incorparate to the old one from 2024 or do I have to start all over again?can you tell me which buttons to use to the next level with the last Vengince of this year 2026? I don't wanna do 1 again that was so confusing.
  3. Thank you for going through the list, I think that most of them are really minor annoyances that (with the exception of the levitation thing) most people would not notice anyway. I play on Linux, and had to use some Midnight Commander magic to manually merge the two files as archives. But if I am not mistaken I was not the only one unable to install the _1_1.pk4 (@chumbucket91 ?) The Unicode issue might be a Linux/locale-specific UI quirk, I will try overriding the locale and see if it persists. EDIT: nope, it looks like this with a variety of different LC_ALL settings, so it probably is a linux-specific UI bug.
  4. You can ask people to test your mission here, but the beta tresting should be in this other section: https://forums.thedarkmod.com/index.php?/forum/59-tdm-mission-beta-testing/ Read also: I think it's so that there are no spoilers in view for new regular players.
  5. Unreal tournament (99) mod "Thievery UT" and "Thieves Guild" mod for Rune (2000) are using the same Unreal 1 engine. Things can be re-used, after some changes. The other things he can use in his mod, that i loved in TUT: the missions with guard-bots, the environment, the guards behavior, sound and music. I know this because, in my spare time in the early days, i edited maps for both games. For example, i converted Unreal1 map illhaven to Thievery UT. (And i chnaged unreal 1 - intro map to an thievery tutorial map.) I can remember that i did this also for Rune with the same Illhaven map. And also converted the deus ex 1 new-york map to Duke nukem forever restoration project. (In short: Export the mission to t3d, import the T3D and re-texture)
  6. Edit: Given the challenge from Wellington Crab below and looking at the license, I'm going to change this post. I'm putting my original post, which I'm now deleting, on a Google Doc here for reference, so you know what he's talking about. But I'll disown it now under scrutiny. I think some of the same points will come through, but they have to be put in the correct context with the TDM license as the baseline. The main question is what to do as a default when the potential re-user doesn't know the status of an asset. But to talk about that, you first have to talk about the baseline of the license. So here's the relevant TDM license text. So clearly if the author makes a different license explicit in their FM, then that other explicit license will apply. That's the baseline. It also adds this extra clause which goes beyond CC, "Without explicit permission from the mission authors, you may not redistribute, modify or reuse (parts of) these missions or the assets contained within them." This means FM assets are under a stricter license than the CC license mentioned above, with this extra clause. That also creates the default, if you have no information or unclear information, don't use the assets. This may add some practical complications in some cases when, e.g., if the author is using assets from a 3rd source and they mistakenly misrepresent the license (they think it's redistributable when it's really not), or if the author has made statements where it's a little ambiguous about when it can be redistributed, it's a partial statement (the default should probably be assume it's no unless very explicit though). I would say practically speaking, a lot of these issues can be addressed by asking the author directly for permission and getting explicit permission, or if they've made some explicit statement in their readme or a post or somewhere giving explicit permission, and if you can't find that explicit statement, it's all around best to not use the asset and just use some replacement that you know 100% is in the clear. The catch still hanging is when the asset is represented as redistributable when it really isn't. (The original mapper thought it was, but they made a mistake.) In that case, I think it's worth the mapper that wants to use it to do a little of their own due diligence to confirm that it's really redistributable, and again if it's not 100% clear, if there's any hints it might not be, it's best to not use it and use one you know is 100% clear to redistribute. Edit: Okay I guess there are a few more little technicalities. Because of the new clause, one could argue if the CC additions also still attach, especially Share Alike and Attribution (SA: you shouldn't change the license when you redistribute it, and A: you should give attribution in your readme). I think these may be implied, but even if it's unclear, it's common courtesy to do that anyway, and Share Alike probably includes that you have to get permission from the original author, not the redistributor, or if they modify it, both. Just try to be in good faith & respect everyone involved. Another possible little technicality is one might try to distinguish old FMs before the new clause and new ones after (do the old FMs also get the new clause), but anyway aside from the license, it's also probably fair to say it's TDM policy, so it's good to apply it to all FMs no matter what.
  7. I can give it a spin. Like @datiswous says though it's best to create a thread in the beta test forum so we can provide feedback. Discord is another option if you use that. Or do both. EDIT: I've just sent you a PM instead.
  8. I've read about this before here on the forums, even when the contest had just recently concluded, but reading about it in greater detail years later is certainly interesting. Thank you. It's a pity that it was mostly the marketing people who were involved on the Square Enix side, as I had the impression it was also the devs at EM that had played Requiem and all the other submitted missions and really liked them. I suppose it was as well, but the TDM team mostly heard from the marketing people. Yes, I wanted to note that as well. I even remember how the people over here in the TDM forums were sort of laughing at the fact that the results of the contest were favourable to TDM and had, in a sense, "proven" TDM as a worthy freeware successor to the Thief IP, with all the modding and mapping tools at one's disposal and so on, whereas Thief 4 or Thi4f or whatever Square Enix were calling it at that point, offered no such possibilities. The entire contest, while no doubt declared in good will and something I actually appreciated seeing, was such a self-own for Square Enix, ultimately to the detriment of them trying to bring back and market the reboot of an older IP. Even if Thief 2014 was a terrific reboot (which I doubt it would ever be), it would still have been hampered by people learning about modding being impossible, and looking to the trilogy and to TDM instead, to make new Thief-style stealth gaming content. Still, I appreciate they recognized the quality's of Moonbo's Requiem FM. Given many retrospectives I've seen over the years, gradually, on the 2014 Thief reboot attempt, one thing a surprising amount of them shared was noting how the game didn't feel cohesive in concept and execution, at any point. Not only not to the same level as the Thief trilogy, but also not even at the level when you consider it as an individual game, a new game on its own. Errant Signal, who's not some deep Thief fan, replayed the older games and played the reboot back when it came out, and made this exact observation already a decade ago. The reboot was just all over the place, in every department, felt clearly unfinished or rushed, and the most interesting story would be the behind the scenes at Eidos Montreal, on how mismanaged the entire project became over the course of several years. I think it's telling that, while even heavily discounted on GOG.com, Thief 2014 hasn't been selling well there, nor attracting much interest, whereas the original trilogy sells for figurative (and sometimes literal) cents on that same site - you can buy the whole trilogy for a smaller price than the reboot, which is kind of hilarious - and continues to have great sales and is considered one of the all-time bestsellers. Same here. I concur with demagogue that the actual Eidos Montreal devs behind Thief 2014, at least those who cared enough to make it at least somewhat presentable and playable - even if the actual game directors never got their act together and never decided on a consistent design apporach - those would have been much more interesting to be in contact with, even regarding the fan mission contest. The sad truth of the matter is that all too many big publishers these days, especially those formed through larger mergers, like the Eidos buyout by Square Enix, are often marketing-first, interest in developers, and veteran players and new players alike, second. I still remember the sheer amount of money spent on pointless external marketing for Thief 2014, all the while that reboot attempt never really coalesced into anything that felt consistent (rather than throwing everything at the wall, in a panic, hoping something would stick), and was also plagued by all manner of technical issues. Just an overall embarassment, and I'm not surprised that even very lenient-leaning game retrospectives of that reboot attempt. The fact that the Thief IP has been sold away to Nordic Games and Embracer in more recent years, with Square Enix no longer caring about it and other older game IPs, also says a lot. Given the Embracer Group's own woes and bad decisions, I'm not sure any new development team will ever attempt another installment of Thief, even if it was a second reboot attempt.
  9. I never played thievery ut multiplayer, i loved the other things. Things you can use in your mod.
  10. Interesting. What tool did you use for image upscaling? Did you post the tdm-short somewhere? I'd like to have a look as well.
  11. I'm happy to announce the release of my third FM: Year of the Rat. This is my first city hub map, focused primarily on story characters and environment. It's my most complex project to date, taking its fair share of effort to make which was a good learning experience. As an experiment I opted to use no scripts and rely solely on the default entities, as well as no custom assets apart from the map and splash screen hence the small pk4. It features a few special elements, such as factions that are hostile only when the player commits crime or a decoder lockpick used to open electronic doors. The beta testing thread can be found here, thank you everyone who helped find the most obvious problems. You play as a famous thief nicknamed Black Jack: A man who's pulled many crazy jobs in his life, only to be hired for an absurd and insulting task by an anonymous employer. The objective is pretty straightforward: Be kind to the mice and feed them some cheese! Your silly quest takes you to the Lantern Light district during the Lunar New Year celebration, a place where gangs and corrupt nobles do their dirty deeds together. What ulterior motives and unexpected twists could your adventure entail? While the most obvious problems were patched during beta testing, some issues can't be easily resolved due to the complexity of the entity setup and objectives, meaning you may encounter a few inconsistencies. Most notably surrounding AI, which may float above chairs and not react to alerts or oppositely send the whole map into a panic: This is mostly due to how the engine handles AI and alarms. The map is small since I wanted to add more detail without having to work on large areas, as such some places can feel cramped while the skybox may be visible up close. I'll be busy so further updates are unlikely unless I decide to add new content later... you're welcome to report any issues you encounter, but keep in mind that if something wasn't fixed it's likely known but difficult to address or due to engine functionality. Spoilers for objectives and secrets as follows: Download 1.2: Google Drive, Mega. Screenshots with minor spoilers for the various areas:
  12. Regarding the cathedral: If I recall correctly, you can only get in an upper room. Use a rope arrow, there are boards to walk on nearby (north of the actual cathedral).
  13. The remaining task is to inspect the language strings associated with messages and objectives as they might appear in the game. However, to actually run AirPocket to completion for each of the 16 languages would be time-consuming and tedious. So, as an alternative, a minimal FM "testAirPocketMessages" was created. This was built from a clone of last year's "testSubtitlesANSI", with the subtitle assets removed, AirPocket's i18n string assets added, and the script file rewritten for a new purpose. For messages, for a given language, this allows all 7 to be reviewed one after another by simply pressing a button. The test FM and Air Pocket use the same message GUI (namely "atdm_gui_message_no_art"), showing white text on a transparent background, with vertical centering controlled by a nominal "lines" spawnarg. (While this could have been done by copying the 7 gui message objects from one Dark Radiant instance to another, I did it by searching airpocket.map for "gui_message" and copying blocks to the test .map. With object origin and entity # changes. Also, when you show a message, a supplemental message box appears in the upper left corner with #str and "lines" values. Implementation of latter is only quick & dirty.) When inspecting, mainly I will be looking for any cases where there's so much text that it overflows below the lower edge of the screen. Plus any missing characters. Also, I dimmed ambient_world, which was too blazing bright in testSubtitlesANSI. I can read overlays much easier now. (Testing within testAirPocketMessages neglects any visibility issues due to the likely background in the real game's scene.) For Air Pocket's 12 Objectives, they are copied into the test FM and altered so that they always appear. (Again, searching airpocket.map, this time for blocks mentioning "objective".) Each objective is made visible and attributes made identical (except "obj...desc" #str text) , e.g., with obj 1 as the example: "obj1_1_irreversible" "0" "obj1_1_not" "0" "obj1_1_player_responsible" "0" "obj1_1_state" "0" "obj1_1_type" "custom" "obj1_desc" "#str_fm_map_obj01_no_hurt_or_loot_crew" "obj1_irreversible" "0" "obj1_mandatory" "1" "obj1_ongoing" "0" "obj1_state" "0" "obj1_visible" "1" For test purposes, really only the last attribute is essential. TDM's GUI used for the Objectives menu limits each to 3 lines as rendered, after which it truncates the string. So that's the main thing to inspect for. (Interestingly, the last objective fails this test in English. I guess since I separately programmed a popup message that states the new objective, I never tested what it looks like in the Objectives list.) Next, I'll use all this to review the language strings.
  14. 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 ?
  15. I was cautious because I didn't want it to be perceived that I was using The Dark Mod Forums to promote my mod but I get your point - we're all in this together. Over the years we've had a few different team members, but for the past few months it's mostly been just me and one other person. The Thieves Guild project started a long time ago, when Rune was still popular. We liked Thief and we also liked Rune so we combined the two games together. We incorporated all of the cloak & dagger elements from Thief but we also wanted our thief to be able to fight like a Viking. Don't get me wrong, it's definitely a thief/stealth game. Through the 20 or so missions, we tell a story about a thief working for the local thieves' guild, operating within a dark and corrupt city. Under the cover of night, you are assigned a series of dangerous missions - success is rewarded with valuable items, increased wealth, and greater prestige from within the guild. To survive, you must move silently through shadowed alleyways, scale heavily guarded buildings, bypass deadly traps, and pick stubborn locks - all while avoiding detection by the city watch and roaming night patrols. One misstep can mean capture, failure, or worse. In this city, survival belongs to those who remain unseen. Thieves Guild was designed to be played on a computer using a keyboard and mouse. Rune uses the Unreal Engine 1. I'm glad you liked what you saw in "The Dark Side Edition Trailer". This video is a walk-through of The Training Mission.
  16. Lately I have started to play some of the more recent missions and some of these have lots of "own"/unique textures. Is it okay to use these assets (from released FMs) in one's own FMs? I'm referring to models/textures and sound etc, of course not chunks of the mission geometry or blatant plagiarism of readables etc. I guess some people have designed or bought assets for themselves but is it okay to use these textures/models as long as there is no explicit note in a readme etc, that opposes such "borrowing"?
  17. Completed in 18:46, 913/1004 loot. Short, simple, nice work! I was particularly impressed by the architecture/brushwork in the crypt and cave areas. Lots of pretty angles and light rays filtering through windows and cave stalagcgtgctmites. Good use of the smoky particle effects, and a delicate touch on the ambient sounds made this a wonderful little bite-sized dark mod experience. Most of my criticisms/complaints can be boiled down to "well, its a speedbuild chumbucket, what were you expecting lol". It felt odd to spawn directly in the middle of a church, greeted by a hostile priest - a tiny outdoor section to at least break in through a window or something could have been nice. The one brown brick texture for all the church walls got a little dull. I also feel like there could have been a bit more buildup or tension heading into I ran into a couple tiny tech/polish issues - I was able to open the offetory box in the church from the opposite side of the wall, and I found a rat friend permanently stuck in some broken barrel geometry. I've attached screenshots of both of those issues with position data enabled. I think this is a 6.5 out of 10 for me in the scope of all the thief/dark mod missions I've played, and a nice 8 to 8.5 as a speedbuild mission.
  18. 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
  19. Nice mod to see. maybe you can use some code from thieveryUT (a ut99 mod). I got some styx vibes from it.
  20. Use comfyUI I guess. It's offline and you can choose between different upscalers.
  21. I don't see an issue having a lot of the now very low res textures being upscaled. But not all of them need it and if this is done, the replacement textures shouldn’t be much larger than the originals. And regarding RTX remix, I have had a look at this SDK and its very convoluted and bloatware. I had to install a lot of extra crap and create an nvidia account to use their sh!tty user-unfriendly tool and even then it wasn’t a simple process. So maybe find a better, more slimline tool? @Wellingtoncrab has a workflow that he uses, I think its a lot better than the above, but it is a paid for service afaik?
  22. Hey, just as a FYI the gamepad bindings are always being reset, at least when running the game with idtech4a++ in android. Worse still since the default modifier key appears to be start AND start opens up the main menu/pauses the game you can't attack to start the mission and even if you could bypass that all actions depending on the mod key would fail. So you have to use the on-screen controller for idtech4a++ even if you have a real one. Please report this to the but tracker because I have no ability to do it right now.
  23. Hey, was trying to use the TDM_Update.exe file, but when I do it doesn't do anything! It just goes back to 2.12. I'm trying to run Luitenant 4, but it won't update, so I can't play it. What am I doing wrong?

    1. nbohr1more

      nbohr1more

      Might be able to force it to use a different mirror?

      Did you try using the advanced install option and manually choosing 2.13?

    2. datiswous

      datiswous

      Just redownload the correct updater (installer) and try again.

      https://www.thedarkmod.com/downloads/

  24. Here I'll post prefabs, models and stuff that mappers can use if they like.
  25. I guess this is basic stuff for you talented model-boys but now I've trudged for several hours without results and from what I have read in several forums/threads, it's even not that trivial. Therefore I dare to start a thread... I've download some models from the web but these come in some new and fancy format; (FBX, USD etc) not exactly the old and brittle format that we use in TDM So to import these into DarkRadiant I need to convert these to lwo or ASE, right? How do people go about this? I have tried to: - install Blender 5.0 and added an ASE-exporter plugin. Blender actually puts out an ASE-file but as I try to open it in DR, the model is only showed as that checkerboard error-box. Do I need to tinker with the model in a text editor first? I read something about changing something about a BITMAP-line... - use an ancient version (7.0) version of Lightwave but that program cannot even open the files (Not surprising)...
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