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  1. Today
  2. For T2 FMs, this list from a post is pretty good, starting with the ones in bold, but it leaves out a lot of the top rated ones on CheapThiefMissions, which covers classic FMs. At least the top 10 on that site are also must plays. (I think the link already takes you to the ordered list, but click the "Rating" button to make sure it's ordered by rating if it's not already.) And for recent FMs, there's the Thief Guild's top rated list.
  3. I have an RTX 3060 Ti and I am seeing these purple blocks pop up when 64 bit color is enabled. It seems to happen on/around some sources of water. Switching to 32 Bit color fixes it. Also, arrows are passing through bodies. I noticed water arrows pass through undead. And gas arrows pass through human guards. I am running the latest version - 2.12 Images of the glitch: https://drive.google.com/file/d/1uutkLhEysNkD2KXE0BB7zC-MspANgewq/view?usp=drive_link https://drive.google.com/file/d/17M3bdhSUW_aZiiKREPqKF-hNY3T9mhAa/view?usp=drive_link
  4. Yesterday
  5. Ascend The Dim Valley Trail of Blood 2 The Last Lighthouse Keeper Snobs series Pirate's Ahoy Lady Lisa's Harbor Firefly Compulsory Egress
  6. I did and it's more clear now. Yet, the problem of the full moon not producing enough light still persist.
  7. Core Essentials, to a greater or lesser success, is supposed to have mods that players like and want and mods that players don't mind having. Yes!
  8. Thanks for the permission, I changed the internal names again to make sure it stacks but I don't really know if it works. As for the patch vs modpack situation, this reminds me of my Bloodlines Unofficial Patch. When I began working on it I restored all the lost content that I could find until players complained that they only want to play the original game with no bugs. So I split the patch into a basic version, almost bug fixes only, and a plus version, restoring and recreating a lot of content. I have the feeling you and I are maintaining the plus and basic mods for TDM at the moment. You go all in and I like that, but I keep it to the basics for everybody who only wants slightly improved original gameplay. And of course things like the bottles belong into the core game anyway and then we can remove them from both our works !
  9. LOL, blame it on my English, I didn't think it could sound that way Everything I do is unofficial. Thanks to the great scripting system this engine has and thanks to past and present Developers that kept opening the engine with each new release to more and more scripting events we can create complex plug and play mods (or add-ons) that sit on top of everything without the need of touching the source code. Going to some places is tough for the developers - even when they truly want to go there - and mods can fill some gaps. The Modpack can be easily installed (download and move) and can be easily removed, leaving no traces behind. Give it a try, if you like, and experience it first hand. (Regarding "Extra dynamic brightness based on lightgem values") Yes, I agree. It should not be constant otherwise we end up with pointer that is most of the time too bright simply because its static brightness must account for all potential situations. I ran tests in many different scenarios going from the darkest missions (ie: High Expectations) to the brightest (Reap As You Sow) and while using the lightgem as reference isn't perfect it helps immensely in keeping the brightness down when sneaking in the shadows. Pointers designed to blend in with the user interface A HUD element that can be perceived as part of the game, because of the style and/or functionality. Little trick to make things flow when operating doors The ring fades out when frobbing a door inviting you to carry on with your business. Technically, the ring fades out when a door rotates.
  10. Here is what I think: This kind of made sense up until 2.12 since only one big mod could claim the throne but now mods stack and there is no need for multiple copies of the same mod in different initiatives. I wonder what the benefit of following this trend is, and who benefits from it. Another story is when we take existing mods for a spin and we improve them or make them different, in which case we are competing and innovating and it is not only justified but advisable (customers win). Otherwise we are simply copying each other and we are putting players in an A or B situation when players can perfectly have A and B (and C) with no duplications or conflicts. Besides, mods often are maintained and having different copies of a mod in different packages makes it difficult to understand which version is current. What would be truly great is to see new, unique, compelling, awesome mods coming from different fronts. Having said that, I understand this also is a hobby for you and you are well intended and I am glad you like this mod and you are free to do with it whatever you please!
  11. Episode 3 of the second best Doom 3 mod, Phobos,  was just released.

    1. nbohr1more
    2. chakkman

      chakkman

      I just wondered what's the best, and then it dawned upon me...

  12. Hi again, Thanks for the replies. And yep, I can confirm deleting the DarkRadiant preferences fixed the issue - now the media/entity tabs have returned. For future reference, on Windows it was in "C:\Users\username\AppData\Roaming\DarkRadiant". Also to answer the earlier two questions - the Entity window was similarly not appearing or turning on when trying to shortcut into it, doing so was also causing DarkRadiant to go out of focus. And no, the laptop hasn't and hadn't (to my memory) been connected to any other monitors. I'm not really sure what caused the issue in the first place, but thankfully it's been resolved. I suspect maybe the window was somehow "hidden" due to something I did a long time ago - interestingly with it fixed, using the Media/Entity shortcuts do not cause DarkRadiant to go out of focus anymore, it just swaps between the tabs accordingly. But anyways, thanks again everyone.
  13. Hi Snatcher, I love this addition as it makes the world a little bit more consistent which is all my patch is about. Do you mind if I add it to my next release?
  14. That changeset reads quite decent, actually. Not sure about your naming, 'though. "Ring helper"? Which bell is it going to help me ring? ;-D Jokes aside, here are some comments: Do these bugfixes also apply to the core mod, or are they exclusive to your mod-pack? That's a great idea and very consistent with your design approach. I can see the value of this feature. Something like this was frequently discussed when developing various features for the core mod. However, we always dropped that idea because the light-gem does not reflect how bright the object you are looking at is. It only shows how bright the player is. So, utilizing the light-gem here will lead to incorrect brightness of the helper GUI. I would suggest to better leave it at a constant value. Would you mind elaborating what you mean by these?
  15. I just pushed a new update for the techdemo, its only minor but was important! https://filly-the-owl.itch.io/project-thf-alpha Please also take notice to my Kofi, you can support me financially here, it is dire needed! https://ko-fi.com/ladyglinnevier Also make sure to take a read of the interview i gave, i can highly recommend it! https://www.thiefguild.com/news/1/66709/a-thief-inspired-fm-influenced-immersive-stealth-game-in-works And please join my discord, its the best way to stay in contacted and get involved! https://discord.com/invite/2azhNerAgM
  16. Yes, wiping your preferences should revert to the default view with everything docked and no floating windows. However I don't know the location of preferences on Windows off the top of my head (probably somewhere under C:\Users\YourName).
  17. One possible way to fix this would be to revert to default settings I think. In Linux I can just delete a config file, but I don't know how it goes in Windows.
  18. The solution is 100% genuine, independent from the source code. I read cvars as reference to make the Helper work with the options but I don't mess around with user settings: I never alter cvars. Correct aspect ratio across different resolutions Available for frobables of any size (consistency) Pointers designed to blend in with the user interface Extra dynamic brightness based on lightgem values Ring removed when peeking or using the spyglass Pointers remain in the background when using readables / menus Little trick to make things flow when operating doors Always On mode switches between the dot and the ring The Frob Helper was created for a specific purpose but, who is to tell when players need it or not? The Ring Helper is a shameless Frob Highlight companion.
  19. So, you essentially replaced the dot by a ring and changed some cvars in addition to that bugfix you mentioned earlier?
  20. I script a lot of FMs that I don't have time to make, including an entire massive campaign! The one I mentioned above is one on that list. It's not Patently Dangerous, which was an FM I actually released.
  21. Last week
  22. That suggests that a window is being created but for some reason you can't see it. Do you have (or have you ever had) more than one monitor connected to this laptop? Is it possible the window is appearing on a different "screen" (perhaps one that is no longer connected or working)?
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  • Recent Status Updates

    • Baal

      Episode 3 of the second best Doom 3 mod, Phobos,  was just released.
      · 2 replies
    • snatcher

      TDM Modpack v4.2 released!
      · 1 reply
    • The Black Arrow

      Hey @nbohr1morehow come the zombies in The Dark Mod don't have a "resurrection" mechanic to it, similar to how Thief has it?
      They're quite a weak creature as of right now, it's merely a walking corpse that slashes you, making attacking them to kill them an actual strategy.
      Would be better if they had some cool mechanism to it that truly makes them a danger, such as the resurrection idea itself.
      · 3 replies
    • Ansome

      Query: when was the last time a zombie in a video game was unnerving or scary to you? I'm chipping away at my anniversary submission and I've been trying to gather opinions on the subject. I'm perfectly capable of lighting them well, changing their sfx, and creating effective ambience, but I'm worried that zombies at their core are just too overdone to be an effective payoff to the tension I'm creating.
      · 8 replies
    • nbohr1more

      The Lieutenant 3 is out! Congrats Frost_Salamander! ( raising awareness )
      · 2 replies
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