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Showing content with the highest reputation since 09/30/20 in all areas

  1. Video is updated and should be bright enough. All sfx is WIP. Background ambience will be changed.
    12 points
  2. Man, September and October have been a shit show so progress slowed down a ton. But I just had a lot of fun wrapping some blood around this boar's neck. It was a bitch and took forever to get the patch just right, but the desired effect was pulled off nicely. Like someone hacked his head off and plopped it down in front of the altar. Now some flies and a couple bloody handprints, once the rest of this cave is decorated it will have a pagan vibe.
    11 points
  3. I'm sure some of you will recognize where these shots were taken from
    10 points
  4. I have a BAT !! Bat Video Bat Video 2
    10 points
  5. I'm not sure when I'll get back to modelling, but this was the last thing I was working on. Never made a weapon prop before. This one was supposed to be either main loot or special loot item.
    8 points
  6. Here is a fun side-by-side comparison. Just a note: The story/plot and set pieces will have no ties with the Thief series. I am planning on including Easter Eggs for nostalgic reasons alone.
    7 points
  7. Imagine a garden with fireflies sitting on stuff, when you come close they fly away into the dark. So I made a big firefly with wings and stuff and made it fly: FireFly Video Next is scaling it all down to fly size.
    7 points
  8. VIDEO: randomly thrown stuff by scary ghosts part 2
    6 points
  9. When I opened the map with my office laptop, the map was very dark. I'm quite sure my monitor needs calibrated. These images are more more accurate as to what the ambience is supposed to look like (still wip and tweaking)
    6 points
  10. The small firefly is ready Video
    6 points
  11. @MirceaKitsune This is funny stuff : D I got it figured out. You can use all entitys from the Moveables category (Create entity -> Moveables) and you need to set the spawnargs of all the items to frobable : 0 , otherwise strange things happen when you are holding one of the items. It doesn't matter where you put them. The next step will take care of it. Next you need to create a trigger_sequencer (Create entity -> Triggers), name it Stuff, and target (ctrl+k) all of the items that you want to be thrown. The script will randomly pick one of the targets from the "list" of ta
    5 points
  12. ok idk why i quoted myself, im stoop Here is a better angle with my lantern on
    5 points
  13. A better model is unnecessary imho, it's so small and so dark that you wouldn't see much anyways. And bats move so fast you wouldn't be able to see any detail anyways.
    5 points
  14. In the following video you see a little white cube that's a func_rotating on the x axis, randomishly triggered by a trigger_timer to invert rotation. Bound to that is the red square plane, that's also a func_rotating, but on the z axis. Bound to that is the little blue cube, that's a sliding door (auto open auto close) named Target. Bat Mechanics The Bat itself is green in the video and is made up of two wing shaped atdm:mover_door's (auto open auto close) bound to a func_mover named Bat (the body of the bat). With 2 little scripts, activated once by atdm:target_callscriptfunction's,
    4 points
  15. I got a memo from my supervisor that my contract won't be extended, which means I'm outta work in December. Good thing there are others hiring, so I may actually find something before my contract ends. Remember kids, never get too attached to corporations, even if they look like a comfy place to work in.
    3 points
  16. "Pals, Cataluna, Spain" https://twitter.com/architecturehub/status/1320662719582900225
    3 points
  17. While doing some render system refactoring I noticed that projected lights were not rendering correctly in lighting preview mode, and thought it was something I had broken until I regressed to earlier revisions and discovered that it has actually been broken for some time (in fact I tried checking out revisions from 3 years ago and the problem still reproduced). Projected lights are something of a "bug trap" because I think most mappers don't use them or the DR lighting preview very much and therefore they don't get a lot of testing. The behaviour I see is that while the rendered light pr
    3 points
  18. Thats partly as to why I didn't release my first attempt. The original is incredibly difficult to visportal properly, there were way too many drastic frame drops in key areas. Going into it this time, I plan on adding more density and use a strong atmosphere to create a subconscious illusion of a bigger space. Some areas I already know will be very difficult. I'm also giving myself a bit of flexibility on how faithful I want to be to the original layout. This will give me leverage to work within my limits to optimize performance.
    3 points
  19. Fantastic work, very atmospheric!
    3 points
  20. 3 points
  21. Starting off with some bad news: my hard-drive fried and I lost around 60% of the map I was working on. That sent me on a downward spiral of not wanting to mess with Dark Radiant for months until recently. I've learned the hard way and now I have my files always uploaded to cloud. The good news is that I started on another personal project. I'm sure most of you will recognize this map. This project will have nothing to do with Thief 2 except for the familiar layout with my own personal touches and missions. Let me know what you guys think. Edit: Video is a bit dark, I'll reuploa
    3 points
  22. Here's my attitude. If you have an idea you think may be interesting 1) you can expect you'll get pushback whether it's a good or bad idea (people have intuitions, but for a lot of things no one really knows how good or bad it will be until they've seen it in action), 2) you don't have to care. If you think it's an interesting idea, there's bound to be other people out there that think it's interesting, 3) but, especially if it's not a popular idea, you can't expect you'll get much help making the feature happen either. So at best, what you're really talking about is a feature you make fo
    3 points
  23. First sorry if there's already a thread for this mod, but my search didn't found a dedicated thread for it, if there is, be free to delete this. I don't know how many here know about this Doom 3 Mod, perhaps all and I'm wasting my time but my search found, imo, so few mentions of it that I decided to make a thread to spread awareness. IMO, next to obviously TDM (even though TDM is not a Doom 3 mod anymore), Phobos is one of the best Doom 3 mods in existence. They released Episode 1 some time ago and it was to me a fantastic surprise, now they released Episode 2 and imo they o
    3 points
  24. @AluminumHaste "bats move so fast you wouldn't be able to see any detail anyways". That is true. I made a new bat model, a bit bigger (can be scaled down ofc.), still very simple but without the glitches I got from modeling in DR in the smalest grid. Btw, the bat must be triggered one time before it starts hunting, so it could be lurking somewhere and fly out suddenly in front of you with a trigger multiple or something.
    3 points
  25. RX 6900 XT, around RTX 3090 performance, December 8, $999 RX 6800 XT, around RTX 3080 performance, November 18, $649 RX 6800, 18% faster than 2080 Ti, November 18, $579 Nvidia rekt.
    2 points
  26. A famous painting is on display at the local museum. Steal it, of course! Title: Now and Then Filename : nowandthen.pk4 (download) Author: joebarnin Date of release: 08 September 2020 Version: 1 EFX: Yes Requires: TDM 2.08 Author: joebarnin Custom ambients: JackFarmer Gameplay notes Thorough investigation is encouraged. Scary AIs: No spiders, skeletons, undead, or ghosts. One live rat and one dead one. Makes use of the 'peek' ability, allowing the player to peek through
    2 points
  27. A beautiful job! Can’t wait to play it.
    2 points
  28. looking forward to it. I've always wanted to see some of the old T1/2/3 environments reimagined in FMs set hundreds of years after the events of the original games. that's one of the things I liked about Thief 4.
    2 points
  29. You sure will, I'm rebuilding the whole map with my own personal touches and missions. I'm not planning on rebuilding Angel Watch, maybe a rendition of it in the future, not 100% sure just yet.
    2 points
  30. stunning. I hope we get to explore the necromancer's tower
    2 points
  31. Yeah that's 10/10 atmosphere there.
    2 points
  32. Got it to work! The issue was that I was calling my function "kill" which was already a defined function, renaming it solved the problem and got the NPC's to die accordingly. One more question for the night: Where in the entities is the gramophone located? I was looking for the disc player I noticed a lot of missions have, but couldn't find it anywhere.
    2 points
  33. If the statue should just be in the default position you could export it as an .ase model. No need for the extra complexity of a ragdoll underneath the hood. The entity's name is atdm_env_ragdoll_werebeast_steele_1, but it doesn't look rotation-hacked and doesn't have special settings otherwise.
    2 points
  34. Europa Universalis II https://en.wikipedia.org/wiki/Europa_Universalis_II https://www.gog.com/giveaway/claim
    2 points
  35. The map has an ambient_world .. Seems like my monitor might need some calibration. If I had lost a year worth of work, I would have probably had a similar reaction.. I've lost a few of my maps before because of careless file management on my PC, I've just learned to embrace the empty canvas - It's a place of infinite creativity.
    2 points
  36. I'm looking for beta testers for the next William Steele mission. Testing will be done on TDM 2.08. Known problem: There's a crash that occurs once in a blue moon (event queue overflow), and I'm working with stgatilov to try to find the problem. It is very rare, which makes it difficult to track down, but I'd like to put the mission out there for people to find the "normal" types of problems and to gather first impressions. Should the crash become prevalent, we'll need to switch some people to using TDM SVN, which will put out more crash information than 2.08. It would be nice i
    2 points
  37. I think the logic is more like: multiplayer would be awesome for coop in FMs with some close friends. That's a good enough reason to work on it by itself. But as long as one is working on it for that reason anyway, they may as well add functionality for thieves vs. guards since it wouldn't take comparatively that much more to pull off, and some people really like it. Part of that point is the observation that coop or player vs. player functionality by itself probably wouldn't be enough for thieves vs. guards. You'd need some more features tailored specifically for it to make it work well,
    2 points
  38. It was great while it lasted. I guess if anything it shows that the best hope for guard gameplay in TDM is if we get multiplayer up and running. That's always been my biggest dream for TDM from the start.
    2 points
  39. From their website: So, that sounds to me like you accept cookies, when you're using their extension, which is why it is so important to also delete cookies and block trackers.
    2 points
  40. This is a fun idea. Wish I'd played thievery back when it was fresh Implementing thief-like AI behavior would be the toughest problem. As mentioned above, they don't really have a sense of "hiding", but you could probably be clever with patrols and scripted events to make them feel like garrett wannabes. Some custom items or mechanics for guards would be fun. For instance a whistle that alerts other guards to your location or maybe a potion that briefly gives you night vision. If you could really sell playing as a guard and get some convincing AI thieves- that would definit
    2 points
  41. Split screen would never work as the guard can see where the thief is lol
    2 points
  42. Did you install TDM into a privileged location such as "Program Files"? What happens if you relocate it to C:\darkmod\ ?
    2 points
  43. Here's a .pk4 containing @Sotha's great automaton guards from Ulysses: Genesis as well as an alternative design for the charging station that I had already made on another occasion, as requested by @JackFarmer. The reason I'm posting this in my scripting thread is that I've made a straightforward scriptobject for the charging station, allowing an automaton to switch it on and off as part of its patrol, thereby saving a lot of money on the lord's electricity bill and preventing the station from getting out of sync. It also switches off after a specified time (time_max), in case the automaton is
    2 points
  44. Stgatilov has added diagnostics for this kind of crash in 2.09, showing the 5 last events and 5 randomly chosen events out of the maximum of 10,000 per frame (IIRC). Personally I've seen this happen in a custom elevator script that sometimes repeated itself an infinite number of times without any waits inbetween. This was in a script that started if IsOpen() is true, but would only continue if getFractionalPosition() was also true, otherwise it'd restart itself by checking IsOpen(). Sometimes those 2 tests don't agree with each other, so IsOpen would be true while getFractionalPosition is
    2 points
  45. 2 points
  46. Not really about Bond, but an interesting Italian city. Trust me, this city would be a wonderful bit of inspiration for an FM.
    2 points
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