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  1. I had that plaque made for him and a few other team members for their massive contributions over the years. He sent me a PM thanking me for it, and I could tell from his response that he really did appreciate it. I'm so very glad that he kept it all these years, that makes me feel a little better, he really did deserve so much more. Same goes to the rest of you that got those plaques, I hope you know you are appreciated, even when discussions turned negative or heated. EDIT: Found it
    20 points
  2. Hi this is Graymans son My father was a poet, a painter, a writer, and a giant nerd. He studied nuclear physics, aerospace engineering, and AI. But all he really wanted to do was play video games. He recently lost a very long war with Cancer. My dad has a little plaque you all sent him hanging on the wall next to handprints from his grandchildren. Whenever my children would call him he'd talk to them about "his boring video game stuff" according to my 8 year old... who never really understood why Grayman didn't like Pokemon as much as he did. I found a file on his computer stat
    16 points
  3. It's occurred to me that it has been quite a long time since I released anything. Meanwhile I've started and abandoned three largeish, ambitious missions because I got stuck, or I made something that I just couldn't get looking good, or whatever, and just gave up on it. But not everything has to be a big, sprawling epic. There's lots of smaller missions that remain fun to play despite their modest size: Thief's Den 1, for example. Even Closemouthed Shadows is still enjoyable. So... I am going to challenge myself to create a small mission in under 24 hours. Maybe I'll fail, but why se
    12 points
  4. Hey guys, You might remember me for a pair of FMs I put out a few years back (Requiem, A House of Locked Secrets). While I've never been a prolific poster, I've been a pretty consistent lurker and am still helping out a few mission makers with readables/briefings. In turn, a few members of the community have helped beta test an an indie game I've been working on that's influenced by the Thief series. It's a 2D stealth game called Shade, where you play as a ghost who has to uncover his killer. I've finished up a free playable demo that will be in Steam's upcoming demo festival. Just t
    11 points
  5. EDIT: Ignore the FPS counter, I'm using 8xAA for the screenshots. For the past year or so I've been working on increasing the quality of the carpet textures. Some of them are really REALLY low res. There's some that are actually 128px X 256px. They look really bad in game, but back then, we took what we could get. So using various tools including AI upscaling and hand crafting parts of the textures in photoshop, I think I'm at a point that I'm getting close to a good workflow. These won't be replacements for the current textures, but will be sat alongside the low res ones. They
    10 points
  6. Almost a year ago I raised concern about reckless overriding of main menu GUI files (which explicitly say they must not be overridden) by mappers. I have changed ton of things now, and I think I'm ready to show the new version for beta testing. If everything goes well, these changes will be released in TDM 2.10. You can obtain the game build for beta testing via tdm_installer. Just check "Get custom version" on the first page and select "test-menugui-N" version in test build. Note that it is close to the latest dev build, and thus includes all the changes done since 2.09. Here is
    9 points
  7. We had an internal discussion about this issue and we find that grayman very clearly stated that he did not wish for his pending FMs to be released, see quotes posted by stgatilov above. It would have been very easy for him to ask any other teammember to finish up his mission in case the cancer (which he was always talking openly about) took over. But he didn't ask anyone!! His words and actions leave no room for interpretation: He did not want his FMs to be release when he is gone! So, the team decided to honor his will. We will not be releasing his unfinished work in any way. Of course,
    9 points
  8. Hello, and thank you for coming over. First I want to express my sincere condolences for your loss to you and your family. Your father was a respected and beloved member of this community who always addressed any issues in a patient and rational manner. He was also a highly creative person who created content that brought others immense joy. These might sound like vague words coming from a stranger, sitting behind a screen in some obscure part of the world, that cannot in any way or shape represent what your father meant to you or your family. I only knew your father through his works an
    9 points
  9. I see a lot of talk with regards to Grayman's unfinished missions. Perhaps it would be best to let the dust settle before taking any decisions. I feel that in these circumstances proper respects must be given, and that a certain time period must be honored before any attempts of assessing his legacy. So for now my suggestion is: let's give it a month and reserve this thread for those who wish to pay respects to a beloved member of the TDM community. There's plenty of time to figure what to do with any content left behind.
    8 points
  10. In the upcoming "Stolen Heart" FM, there is a character, Coach, who is patiently, and with encouragement, guiding an acolyte in how to be a better singer and a better person. I will be renaming him "Coach grayman", and dedicating this FM to grayman's memory.
    7 points
  11. My plaque hangs proudly next to my computer.
    6 points
  12. Oh man, I sometimes wrote PMs with Graymanover the past years and he never made a secret out of his health situation, but still this feels like it happened all of a sudden. Last year we talked a bit about his current situation and how it felt almost like a race for him to finish the final missions. Gladly I took the opportunity to thank him personally for all of his work in the past years. This isn't meant as a selfish statement, but as a reminder to not only criticise but also praise the people you admire. Often absence of feedback is taken as good feedback, but I think we all should tak
    6 points
  13. I just read The Dark ones reviews of my (old/only) missions and man, honest words they are! (No, I don't roam the forums as much as I should ) My stomach hurts everytime I think about my earliest works and I was surprised that even if the majority of the points were negative he could actually find some things that he liked, haha. Believe it or not, I've not quit mapping. My motivations sway between mapping and painting miniatures and skydiving, three things that eat up time from when I don't work at the ICU ... I have no ETA for the upcoming mission but I have made good progr
    6 points
  14. I find this a wise decision, although I think it does not exclude a mission in his honor, as grayman has also done with Sir Taffsalots sword, another member who died some time ago. Mission that by the way, I played yesterday.
    6 points
  15. We have lost so many important people in the thief community over the years. Whether to age or not I think it shows how long running our community is. I have yet to play through the William Steele series but was very much looking forward to it. I remember a lot of the missions he helped with. Seeing as the original author would sometimes put his name along with theirs. Reading what Grayson put made me think of my own father. He and I made many doom levels together back in the day (not that any of them were good). His online name was Major Lag. Now you can see why
    6 points
  16. Here's the DR 2.13.0pre2 build for every interested mapper to test. For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/1tItUba9FQVqSZ5AdZT-o4TOW1vrqLA1-/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1BqxytanpWD37m8DyBwjvtbsMfFZ-mqMH/view?usp=sharing Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 2.
    5 points
  17. CALL FOR BETA TESTERS PAUSED FOR NOW, UNTIL NEXT UPDATE IN A MONTH OR TWO Your participation is greatly appreciated. Visit the testing thread More here soon!
    5 points
  18. It is often missed that Grayman was also Lead Programmer of TDM team for six years.
    5 points
  19. In accordance with grayman's wishes, two of his unfinished, stand-alone missions have been conveyed to us by his son for adoption. The Black Mage A mountain abode with a sinister magical theme. Seeking Lady Leicester A mansion amidst canals. Both missions have extensive scripting, story elements and visual/audio assets in place. So far bikerdude has expressed an interest in taking over either of these missions right away.
    5 points
  20. 5 points
  21. You need to reset your darkmod.cfg, or specifically you need to enable in_grabMouse.
    4 points
  22. Oh my frickin’ GAWD!!! I cannot believe something as STOOPID as this has messed me up so badly and pushed me into roping others into a pointless chase for help! After all of this, I went through my keybinding configuration again and found that when I was reassigning keys for screenshots and quick-save / quick-load I had looked right past the fact that it had mistakenly taken the left-click as my binding instead of the key I had intended!!! Until looking at these log files I hadn’t even bothered to look at the bindings because I was CONVINCED they were correct!!!!
    4 points
  23. You seem to be approaching this as if TDM is a single production team working on a unified, limited series of missions, which it clearly is not. Without rewriting history, how exactly would you suggest "being consistent" with more than one hundred missions created over 15 years by dozens of different authors using assets created by dozens of different artists, some of which are custom to those particular missions? Even if you could remake all the core loot models in a way that is both significantly different enough that they can be distinguished from other objects, but also similar enoug
    4 points
  24. On #5623: Merge Map Feature - import only the changes of another map with the ability to preview and choose: It currently works with two maps only. The one you pick in the dialog will be analysed and the difference can be merged into the currently loaded map. On clicking "Load and Compare" DarkRadiant switches into "Merge Mode", where the changes can be selected only. It's not forbidden to mess around with other nodes and do editing, but DR will try to prevent you from doing that, it's encouraged to only inspect and reject incoming changes. Additions are highlighted green, dele
    4 points
  25. Thanks ZergRush and Roygato! It's got the same top-down perspective as Darkwood but it's not horror, more of a mystery. If you got through A House of Locked Secrets, you'll be fine here - much less scary :-). -Gelo
    4 points
  26. I think there are more interesting ways for the player to interact with the environment than going up to everything and fiddling with it to see if its loot. One of the wonderful things about the old Thief games is pickups, loot or otherwise, really stood out because the environments where so simple. That's just not the case with TDM and modern games, unfortunately. However, I do agree the loot models could be freshened up for sure, but that's a good chunk of work and as Orbweaver mentioned, probably not the best solution given the circumstances.
    4 points
  27. This is probably a little too subtle but a slightly yellowish glow would look nice for loot objects IMO.
    4 points
  28. Same here. I've only visited the forums fleetingly of late, but I'm sorry I missed this bit of sad news. Grayman's missions, specifically the early William Steele missions were so amazing to me when I first played them, that it inspired me to try my hand at mapping. Without that experience my own catalogue of missions might never have existed either, and I'm sure I'm not the only one. Additionally, I echo the sentiment that he was always a kind and helpful fellow, truly a great asset to the Dark Mod community. R.I.P. Grayman, you absolute legend!
    4 points
  29. It's definitely doable...I did a speedbuild in 4-5 hours (although spread out over several days). Good luck, and use lots of prefabs!
    4 points
  30. I am very sad to hear of grayman's passing. I knew his battle with cancer had been long, and he was fortright about the possibility, but you always hope... This feels like losing an old friend, as he has been a member here for a very long time. It is not just his missions - which were justly cited as among the best - and not just his work on the core mod - which was essential. He was also a kind and friendly presence here, and that, especially, will be missed. RIP, grayman! And condolences to @grayson and the entire family.
    4 points
  31. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to tak
    3 points
  32. This sounds like something I could knock out in an evening or two using a Python script. I've got no decent blocks of free time at the moment, but if nobody beats me to it I'll give it a go sometime. I've also been thinking of a script that would work something like the blender "array" modifier for easy duplication+offset of your selection, optionally combining the result. That might make the carpet placement a little faster once you drew one step's worth.
    3 points
  33. Beta Testing of Away 0: Stolen Heart Now Open Please consider participation if your schedule allows. Thanks. UPDATE: Participation is now paused, due to ample input, until the forthcoming Release Candidate 1
    3 points
  34. https://www.humblebundle.com/store/surviving-mars-deluxe-edition-free-game
    3 points
  35. You aren't the only one who doesn't roam the forums as much as he should. For what it's worth I also wince whenever I look back at my reviews of your work, since I feel that some of my comments are a little personal or insulting. I've grown weary of the internet cynicism that says that the most creatively vitriolic criticism is the "correct" one. I stand by what I said about your missions (especially the good parts! Reap As You Sow does have a lot of interesting ideas in it that I would have liked to see refined), but not necessarily how I said it. I look forward to playing your nex
    3 points
  36. Known general issues: When clicking "Restart" in settings, the game does not land back to the same settings. In mission failed screen, the list of objectives does not show status of objectives properly. Missions to be checked and fixed: A) Overriding some mainmenu_*.gui which should not be overriden: ac1 (post) ac2 bcd bathhouse briarwood_manor claw1_31 cauldron_v2_2 (post) --- changes accepted by @kingsal elixir gatehouse1_3 good hhi hhta hhvf hhtlc itb lich_queens_demis
    3 points
  37. @datiswous@stgatilov Today I updated my installer and the publisched sourcecode at Github. You can see the sourcecode at my github repo. And download and test the executable from there (use "download" button on that github page) We have to upload my installer and change the description of my installer at the downloadpage of TDM. (To someone who can do this: just download the binary from github, upload it and change the description at TDM downloadpage.) Note: This installer only prepares the gamefolder and sets permissions/shortcuts/uninstaller. The official tdm installer
    3 points
  38. This is pretty impressive and looks like a hell of a lot less work than building the model manually.
    3 points
  39. Not a questioon but damn! Today I learned that you can resize brushes that you've converted into func_statics WITHOUT first reverting to brushes, by pressing the tab key. THAT will save me tons of time, especially in situations where the func_static or entity is littered with spawn args, like when you need to resize a trigger box or those clip boxes inside chests etc...Before knowing this I used to copy the entity and drag it aside to save all the spawn args, and then reverted the original brush to worldspawn, resized it, and remade it to a func_static, and then added all the spawn args from t
    3 points
  40. No, we're trying to explore solutions to an issue that's have been raised among the community (not being able to tell loot apart from other objects). Its a pretty reasonable choice to try doing this with a the frob system, since we already planned on revamping it. If you're argument is that we should *teach* mappers to make better considerations with object placement, why don't you make a separate thread in the Editors Guild and you can discuss there. Definitely. "Missing the highlight" is something we'd like to avoid all together. Yeah I think this is a good analogy. It
    3 points
  41. There is one very good reason for wanting different frob appearances for loot and regular objects: "Hmm... is this copper goblet loot or not? Let's pick it up to find out. Oh, it isn't loot, it's just a carriable goblet. Guess I'll just quietly put it down somewhere..." BANG CLATTER THUMP RATTLE ALL THE GUARDS ARE ALERTED I think the thief himself would know before grabbing whether he would want to keep it as loot or not, and I have no issue for that to be communicated to the player.
    3 points
  42. Players frequently critisized that they could not properly distinguish loot from junk, which is partly due to inconsistent design of models. Pretty much everybody in the team is against a general loot glint (as in TDS), but another proposed option was to change the frob highlight for loot to something more gold-like. Of course, this should remain an optional feature, but I personally like it a lot. It is like, the thief visually inspects the object when close enough and the game tells you whether the object has any value or not.
    3 points
  43. Yes, you can. Players will hate you for it, 'though, myself included! :-D The settings are not going to be restored afterwards and I even think at some point we planned to add an automatic suppression of an autoexec.cfg shipped with an FM. (I think Bikerdude had one of those) Some people get dizzy from motion blur, some people get headaches from bloom and bright colors, some people are color blind, some people simply have a bad monitory or bad lighting conditions in their room so that they have to significantly increase brightness/gamma. For the sake of accessibility, basic UI and graphic
    3 points
  44. Okay then, here it is. Luckily it weighs in at under 500kb so I can attach it directly and not have to upload it somewhere else. For your face-palming amusement, I give you "The Shield of Canthus" Stuff I just couldn't get working right: Is this damp squib releasable? Hell no. Will it ever be? Also not. It's just so ugly and badly designed. But I think I learned a bit more about mapping from doing it, so it was worth it IMO. On the plus side, I think the location settings were pretty good. And the little flooded basement with my tribute to grayman looks pretty similar to
    3 points
  45. Because the majority opinion amongst the team is that the frob highlight is an aspect of the UI, not the world, and should therefore be customisable by the player (for accessibility and personal preference reasons) but not by the mapper. Just as mappers can't override the screen resolution or force you to play with uncapped FPS.
    3 points
  46. Rest in peace sir. I am still relatively new here to this community, but I am reading people's words here. He sounds like a great man, I wish I could've been around earlier to meet him. My deepest condolences to his family, the mod team and the community here. Edit: To honour his passing, I will download and play all of his FMs.
    3 points
  47. So sad to hear these bad news I didn't have much contact with him more than via some random scripting questions through the forums, but he always seemed to be a humble man that had worked with a lot of editors and games through the years. I hope he did have a good time in his last days without pain and may he now roam the Builders House, frobbing what he can!
    3 points
  48. I present you my sincere condolences for your father's passing, and I wish you all a lot of courage through this very sad moments. If it can help, I suggest you the reading of the book "The Light Beyond" by Dr Raymond Moody, the researcher that coined the term "Near-Death Experience" by studying thousands of testimonies on this subject: https://www.amazon.com/Light-Beyond-Raymond-Moody/dp/0553278134 The people I advice to read this book usually say they found it very helpful, I hope it will help you and your family like it did help me.
    3 points
  49. It really is true then, I'm so sad to hear the news. Grayman was always very open to working/advising with big and strange gameplay features I was throwing around. He was skilled in his craft but never placed himself over anyone else, and struck me as a very humble man. Be it the case, I am glad to have worked with him for the time that I did. He was always great to collaborate with and was very direct with any kind of models he needed from me. His presence will most certainly be missed here.
    3 points
  50. Maybe a painting can be included as a reminder
    3 points
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