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  1. Today
  2. @OnlyTaffingCowardsHide Any news on this? Have you looked into porting The Dark Mod to Cry Engine?
  3. I updated the text briefing section of the page "Setting up campaigns": https://wiki.thedarkmod.com/index.php?title=Setting_up_Campaigns . Thanks to information I got from @stgatilov. Since TDM 2.08 there is a better (easier) way to setup campaigns that have advanced text briefings (like the ones from Sotha), but this was not documented yet. Off course if I made mistakes or information is missing, you can update this on the wiki page or mention here. The video section also has to be updated, but I (try to) do that later.
  4. wayland is probably the way forward in the linux world (X was simply getting to crowded with unnessesary stuff). Xfce or OpenBox if you want to go really minimal. Yeah gog installers usually tend to work well on linux . For those games not on gog it can be a bit of a hazzle at times since many older games dont work with proton/dxvk (pre dx8 games). For those you still need to toy with wine's internals (runtimes DX flags etc.) and for games who only support upto dx6 you need a really old version of wine. Nvidia cards can also be a bit hit and miss with certain distros, generally AMD does way better with linux because they tend to be more amenable to open source.
  5. It took absolutely ages of puttering around until I was comfortable but I think I can finally say I've moved to Linux for good. My current distro is Kubuntu 25.10. I was using 24.04 but when I heard KDE was going to be moving to Wayland exclusively I figured I should experiment with a newer version of KDE and get used to how Wayland works as well as its quirks, which I've mostly got a handle on now. It really does help that I only play singleplayer games these days which Proton handles really well. I use https://github.com/Open-Wine-Components/umu-launcher so I can run anything including GOG games without needing Steam along with my own game launching scripts, because that's how I roll. And of course native TDM works great. EDIT: For what it's worth the old Thief games (via GOG installers) along with their respective fix patches work really well without any issue.
  6. Yesterday
  7. No not yet. still in the thinking phase. But I have an idea..
  8. Even if it makes sense for it to be difficult, it doesn't feel very good in practice, in my opinion. I use forward-leaning constantly and the default distance reduces its usefulness; try shortening the gap while standing up and you'll bump against the AI back easily. It can also happen while crouching if the AI plays crouching animations. As for the other bit, I only see frob-fighting as a relevant factor; Auto Search bypasses the problem, and Frob helper can only help so much when the short distance and frob-fighting clash against each other. It's just that widening the frob distance improves the reliability of the frobbing for KOed AIs, even if the focus is still wonky. Sounds like a good idea for a small mod, in any case, making specific frob distances for KOed/dead AIs (if that's even possible). I was under the impression that the long cooldowns tempted Thief players to quickload in TDM (myself included). I have checked "Snowed Inn" values; they are indeed very short. Volta III are even shorter. This proves that even mappers feel the cooldowns are too long, though. I think my values were kind of a fluke because I didn't experiment too much to find my middle ground. I don't want AIs to be overly enthusiastic and go stomping loudly and yelling all the time, but getting surprised constantly doesn't add to the enjoyment. I'm also trying to play with a shorter tdm_ai_sightmax to balance out sight distance a bit, after @Wellingtoncrab told me about the variables. It's already in my autocommands as a commit.
  9. In Virtual Rooms, file "guis/mainmenu_custom_defs.gui" looks like this: #if MM_CURRENTMISSION == 1 #define ENABLE_MAINMENU_BRIEFING_VIDEO 1 #define ENABLE_MAINMENU_BRIEFING 1 #define ENABLE_MAINMENU_DIFF_SELECT 0 #define ENABLE_MAINMENU_SHOP 0 #define ENABLE_MAINMENU_DEBRIEFING_VIDEO 0 #define ENABLE_MAINMENU_DEBRIEFING 0 #define ENABLE_MAINMENU_SUCCESS 1 #elif MM_CURRENTMISSION > 1 && MM_CURRENTMISSION < 15 #define ENABLE_MAINMENU_BRIEFING_VIDEO 1 #define ENABLE_MAINMENU_BRIEFING 0 #define ENABLE_MAINMENU_DIFF_SELECT 0 #define ENABLE_MAINMENU_SHOP 0 #define ENABLE_MAINMENU_DEBRIEFING_VIDEO 0 #define ENABLE_MAINMENU_DEBRIEFING 0 #define ENABLE_MAINMENU_SUCCESS 1 #elif MM_CURRENTMISSION == 15 #define ENABLE_MAINMENU_BRIEFING_VIDEO 1 #define ENABLE_MAINMENU_BRIEFING 0 #define ENABLE_MAINMENU_DIFF_SELECT 0 #define ENABLE_MAINMENU_SHOP 0 #define ENABLE_MAINMENU_DEBRIEFING_VIDEO 0 #define ENABLE_MAINMENU_DEBRIEFING 1 #define ENABLE_MAINMENU_SUCCESS 1 #endif Despite having "ENABLE_MAINMENU_BRIEFING_VIDEO" set to 1 in the first block the intro video doesn't play. Even more interesting is that ENABLE_MAINMENU_BRIEFING_VIDEO must be set to 1 in the second and third blocks otherwise consequent missions won't launch. Something is off somewhere with ENABLE_MAINMENU_BRIEFING_VIDEO. I thought it was worth mentioning it here.
  10. It's the same template in both vr_vol1 and vr_vol2. People are free to improve the template and share a new version. Thinking of beginners it is best to stick to Vol1 in the tutorial for the moment so that they can open other rooms with Darkradiant and see how it was done. Is your first room progressing well, @datiswous ?
  11. I don't think so, but you can check out what we have in DarkRadiant. At least for what comes with tdm. Maybe there are some missions that come with their own stuff.
  12. interesting
  13. That track samples fragment of a melody that seems to be a rendition of: Which itself is a 1963 jazz version of a 1954 movie theme. Couple years ago I found Hawkins's version on some Spotify playlist.
  14. So the tutorial speaks of vr_vol1, while the current alpha is vr_vol2. Is there a difference in the template files?
  15. Hmm, no. I think I forgot.
  16. I absolutely LOVED this mission. In my opinion, this one was soooo much better than the author's previous mission Threepenny Revue. I thoroughly enjoyed exploring this mission and went way past the loot requirement on normal difficulty just because I wanted to keep exploring. I hope the developer keeps designing fan missions because Last Night On Crookshank shows some real talent. This was one of the best missions I have ever played and I have been playing Dark Mod for many years.
  17. Last week
  18. Did you find the loot?
  19. I think it's possible (without core modification), but you can't just plonk a new (or old) mission in it. You need to configure it further. I'm very interested in it, but it's probably not going to happen soon, because then I need to build a city map. Although I can just use my own Thief hideout and start missions from there. Then the cityhub can grow over time around the hideout.
  20. You could have a look at thiefguild.com but I'm not sure if the filter there is sufficient to your needs.
  21. You start a full comeback with this kind of post really?!
  22. I just played it. Very nice!
  23. I'm a bit late to the party but I just completed this fan mission and loved it! Thanks to the Goldwell and Kingsal! I have so many missions to do but I will definitely be looking out for these names in the future. It is the first dark mod mission I have done in about a year and what a return. I finished it on expert and didn't find it hard at all. Plenty of different ways to get around. The guards routes were never too difficult to get around. I know it is a speed build so I won't go into areas where I got stuck which required a reload. I ghosted it apart from the sewers and didn't have to save scum that much. I only got stuck once with a mission and that was an optional mission in the sewers. I was walking around for an hour trying to defrost pipes and looking for snow to dig as per the note in Jermaine's house. Looking back I should have known what to do but as I was ghosting it, and I usually try and ghost the missions, I didn't try that for a long time. Anyway really good to be back and look forward to many more.
  24. These are tough topics. Should AI cool down sooner or should the player (almost) always have a chance to carry on? By having AI cooling down sooner players can (and probably will) quickload or simply wait. "Snowed Inn" is a good example of taking short cool down periods to the extreme. Borderline ridiculous. By having AI taking its time to cool down you know that if you manage to escape AI will be stuck there for some time giving you some advantage but, can you actually escape with the tools you have and at what cost? Should AI announce their presence via footsteps, barks, both, and how often? Let's not underestimate the feeling of "not knowing" what's behind the corner.
  25. Pickpocketing somebody who is awake and not distracted sounds like a difficult thing to pull off. When it comes to execution (gameplay / mechanic) I don't recall ever blaming the game for the failures (I normally always rush up and hardly ever retreat) so I support extreme short frob-distances in this case. I would agree though that it should be easier to pickpocket death/unconscious bodies but that's a different topic altogether because there are many things at play: Auto search bodies on/off Frob helper on/off Frob-fighting between the item and the body
  26. Idea I had for a mission center which loads different submissions from it without set order.

    Spoiler

    Technically I see 2 possible ways.

    1. One is where everything takes place inside one mission and you teleport to different enclosed areas of the map to do subquests.

    2. Another is a campaign style mission. You start inside the cityhub. When you do a subquest, the mission ends, but the next mission you load the specific quest-map. This questmap you load is depended on what subquest you choose to start inside the map. Afterwards you load the 3th mission in the campaign which will be the cityhub map again, but via persistant info, changes some things inside the map (for example, you can't do the same subquest twice) and you have more gold maybe, etc, etc. So if the cityhub has 5 subquest missions that can be played in any order, the total amount of missions in the campaign would be 10, but the amount of map files 6. Because if you start in the cityhub map, after each subquest mission, you return to the cityhub map again, except for the last mission. When you make missions later you can add them to the cityhub again and make it bigger.
    (This seems all possible with changes made in TDM 2.13 , but I'm not 100% sure.

    It's at least an interesting project to work on)

    I add it to my list of things to add to a (first?) mission..

  27. Ah ok good to know
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  • Recent Status Updates

    • datiswous

      Idea I had for a mission center which loads different submissions from it without set order.
      I add it to my list of things to add to a (first?) mission..
      · 0 replies
    • datiswous

      I started using Unexpected Keyboard for Android phone.
      It's pretty cool, because it has an actual Ctrl key, which you can use to do cut, copy and paste actions via x, c and v. pretty handy in the forums, to move quoted text around for example.
      · 0 replies
    • STiFU

      New home, who dis? 🙂
      · 3 replies
    • Xolvix

      Dammit there are too many missions available now. That's what I get for being away for so long. Such a first-world problem.
      · 1 reply
    • DeTeEff

      The best thing about not mapping more than like every other year is the awesome feeling to see how far TDM has gotten in all appartments. I can just create some parallaxing cobblestones and walk to and fro and just let the jaw drop
      · 2 replies
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