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  1. Today
  2. I've actually thought of this exact thing as well! It would be both easier to manage and equally interesting as a mechanic. Very easy concept to implement too: Just add a stim that temporarily changes the light's sound shader for a few seconds before reverting back to normal one, give lights an s_shader_wet spawnarg and include a low volume flickering noise... it should make guards a little suspicious but less than the noise arrow in this case. Just remembered this was in fact a plan for my flash arrow, a custom weapon I've been asking to get included in vanilla but so far it's been forgotten. I believe the last version only blinds guards using the flash bomb effect, but one of the goals was to have lights temporarily turn off or flicker before coming back on after a few seconds, though this would require a custom script at best.
  3. Finally got round to publishing a tutorial on baking normal maps in Blender, since most of the ones we have are inaccessible or years out of date.

  4. So path_follow_actor actually DOES work if you want it to follow the player. You just need to target the player entity dynamically in game. It doesn't work if you target the player_start entity. I can't remember if that's what people were doing (or even if that's what I was doing), but that won't work because the player_start entity and the player entity aren't the same thing. You can use a atdm:target_changetarget entity to do this, or a script: $path_follow_actor_1.addTarget($player1); Both can just be triggered by another path node, a atdm:target_callscriptfunction, whatever. Also you need to add the player target to the path_follow_actor node BEFORE the AI gets to it. If the target gets added after the AI reaches that node, it won't work. Video where the AI hits a node that triggers a atdm:target_changetarget entity: https://drive.proton.me/urls/A3DJW5EYFM#0WgYnCVOU6nv test map attached as well. EDIT: I have no idea why just manually setting 'target' 'player1' on the path_follow_actor node in DR doesn't work. I'll try to look into this. UPDATE: It appears the the player1 entity simply isn't there during initialization when the path_follow_actor's targets are evaluated. As a result, the 'actor' is null and the node does nothing. I didn't mention it before, but when I used the script method I just stuck in the map script's main function like so, and this works too: void main() { sys.waitFrame(); $path_follow_actor_1.addTarget($player1); } UPDATE 2: Wiki updated: https://wiki.thedarkmod.com/index.php?title=Path_Nodes#path_follow_actor path.map
  5. Will this be included into the core game and if not, may I use it in my Unofficial Patch until it is?
  6. Yesterday
  7. Stone 24pt Font Upgrade, May 9 2024 Interim Release This first release just clears away some of the low-hanging fruit, while buffing the new datBounds program. In summary - stray mark next to W removed poor spacing of J and AE improved 6 characters got accents added. The download is made up of: .dat and 2 .dds files, for distribution/game inclusion .ref [with changes annotated] and .xcf [master source GIMP project, including datBounds layers] 2024 May 9 Stone 24 Interim font update.zip The changes were also doubled-checked using the testSubtitlesANSI FM. As this work continues, with an interim release approximately monthly, characters to be fixed will be chosen seemingly "at random", but actually due to layout considerations... you don't want to know. They'll all be done eventually. Details of Improvements:
  8. Release of datBounds v 1.0 My new tool to visualize the font metrics in a .dat file is now available. For more, see https://wiki.thedarkmod.com/index.php?title=DatBounds I've been using this and testing it as I begin the long process of extending the Stone 24pt character set.
  9. For free ambience tracks it's as Freky said: you look around on the internet for tracks with the appropriate license to be included in your FM. Fortunately, you likely don't even need to bother doing this as a beginner as there's an entire "Music & SFX" section of the forums full of good ambient tracks for you to use if the stock tracks do not meet your fancy. You might also be interested in Orbweaver's "Dark Ambients", which come with a sndshd file already written for you.
  10. https://www.youtube.com/embed/okqbL9ZZQaM
  11. By searching at several music sites on ambient music (looking at the license) Or by creating them ourselfs, https://wiki.thedarkmod.com/index.php?title=Composing_Ambient_Tracks_and_Music_Tracks
  12. So where do you disgustingly clever/creative people find all of the great, very Thief-esque ambient tracks I hear in so many of these missions?
  13. Thanks for playing!!! And yeah, that is a good idea. I'll look into it and maybe see what can be done
  14. Last week
  15. Hey maybe you can add the alternative combined lockpick to core? So mappers might more often include it. Mission is great.
  16. Please make the mission complete sound the default for TDM! It was short but I liked it.
  17. Yes, it's time to do something about this. For all missions.
  18. I like this very much. It goes in line with the idea that players become more creative when they can alter the world around them temporally instead of permanently. Each time is a different challenge. It will never happen globally, though. Good news is that we have Shadow Arrows.
  19. I don't think it's a problem. Acidentally I read about this a week ago. It was still difficult to find it back. I hope the info in the topic is useful for you.
  20. Thank you, sorry for the needless question. I searched first, but didn't turn up anything. Must have used bad search terms. Thanks again.
  21. Unlike some fan missions for the Thief games, the TDM fan mission authors take care that there is no copyrighted material in the missions.
  22. Thank you for the kind words. I don't know who made the track. It comes with the core assets of the mod. So it should be possible to find the composer.
  23. The "Sad News" title startles me a little bit everytime I check the subforum. But that's great. Don't change it. I did not have time to play this yet, but I am looking forward to it.
  24. IP over Avian Carriers with Quality of Service https://www.rfc-editor.org/rfc/rfc2549 Mini ponds are 'tiny universes' of biodiversity for gardens and windowsills : https://www.bbc.com/future/article/20240423-how-to-make-a-mini-wildlife-pond
  25. Rest in Peace Jonathan "Tim the Tool-Man" Taylor Thomas. Lost but not forgotten.
  26. for the original 3070 id agree it was the ammount though the increased bandwidth in the ti models should help in 4k hell even the old AMD fury-x could at the time run 4k with only 4gb due to the hbm memory being that much faster to swap but yeah theres more than one way to skin a rhinocereus . a 3070 with 2 gb gddr6x 16 gb would have been pretty interresting to say the least .
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  • Recent Status Updates

    • OrbWeaver

      Finally got round to publishing a tutorial on baking normal maps in Blender, since most of the ones we have are inaccessible or years out of date.
      · 0 replies
    • nbohr1more

      The FAQ wiki is almost a proper FAQ now. Probably need to spin-off a bunch of the "remedies" for playing older TDM versions into their own article.
      · 1 reply
    • nbohr1more

      Was checking out old translation packs and decided to fire up TDM 1.07. Rightful Property with sub-20 FPS areas yay! ( same areas run at 180FPS with cranked eye candy on 2.12 )
      · 3 replies
    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the preciousĀ thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
      Ā 
      · 7 replies
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
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