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  1. After several months of hard (although very enjoyable) work, I’m proud to announce the release of my first FM - “Cole Hurst 1: Eaton”. Mission description In the northern town of Eaton, Lord Mayor Zelmer is hosting a lavish party at his luxurious estate to celebrate Eaton's establishment... The city's elite, a famous musician and even the Queen will be partaking in tonight's festivities. Screenshots Download “Cole Hurst 1: Eaton” should already be available for download in the game, but you can also grab a copy of version 1.0 from here. To install this copy, simply place the downloaded file named “ch1_eaton.pk4” in your “[the dark mod]/fms/” folder. Notes I would say this FM could primarily be considered a “traditional mansion heist” mission. These were by far my favorite type of Thief 1/2 levels which I have very fond memories of playing through as a child. I suppose this is my humble attempt to create something vaguely similar... I have tried my best to make the story, the readables and the conversations as interesting as I could and so I really do hope that some of you will find it enjoyable. The mission features: I already have some relatively concrete ideas for a follow-on mission in mind, so hopefully I will have time to continue my mapping efforts soon(ish) :) Contributions I have been overwhelmed by the amount of people interested in helping me with this mission. A huge thanks to each and every one of you! Story Kelly Hrupa Voice actors: twhalen2600 (AKA @Benny_the_guard) Kelly Hrupa Testers: @Acolytesix- brisk puzzle solver @duzenko - the man with the admin tools @JackFarmer - objective wrangler @Shadow - a certified spider-monkey who refuse to stay caged @Cambridge Spy - an eagle-eyed book-worm @wesp5 - eager candle-snuffer @madtaffer – readability advisor @prjames - spider assassin @suzy8track – book magician @datiswous – destroyer of crates I would also like to say a special thanks to @Dragofer who has been very helpful with debugging and general advice in cases where I had absolutely no idea what to do. @duzenko has also been very responsive to any game-related bugs that I’ve encountered during the beta phase and also thanks to @nbohr1more for handling this release for me. As I am completely new to mapping in general, I also found @Springheel‘s wonderful TDM New Mappers Workshop extremely helpful when I was first getting started, so thank you very much for creating it. Known bugs/issues While this mission has spent quite some time in beta testing, I’m sure that some of you will discover shortcomings that my wonderful beta testers and I have overlooked. In that case, please do get in touch and I will make sure to address it (to the best of my abilities) in a future update. There are unfortunately also a few (primarily cosmetic) things that I have been unable to solve – at least for this release: The small church model used in Gatwick square has low-resolution textures applied Some picture frames do not match the original frame after being stolen Strange looking shadows on the greenhouses in the garden Visible vertical lines on some interior walls Various gaps/holes in some of the models that I have chosen to use The female mansion lobby guard occasionally sound like a dude
    12 points
  2. DarkRadiant 2.14.0 is ready for download. This release focused on DarkRadiant's texturing abilities, the Texture Tool and some of the Surface Inspector algorithms have been completely rewritten. A new model importer UI has been added with the ability to convert FBX models into a format compatible to the game (it can also convert LWO, ASE and OBJ models). The EntityInspector can now deal with more than one selected entities, showing the shared key values in the list. Copy/Paste Textures across angled faces: Texture Tool Rotate Tool (use "R" hotkey to switch) Surface Inspector Harmonise Scale / Linked Scaling Surface Inspector Normalise EntityInspector Multi-Selection Support For more things that have changed or fixed, see the list below. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/2.14.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. Changes since 2.13.0 Feature: Texture Tool Improvements Feature: Texture Tool: Add Manipulation Panel to shift/scale/rotate selection Feature: Show shared keyvalues when multiple entities are selected Feature: Texture Browser Filter: match multiple words (using 'AND' logic) Feature: Skin Chooser shows materials of the model Feature: Surface Inspector: Add buttons to harmonise Horizontal and Vertical scale values Feature: Improved pasting textures to angled faces sharing an edge Feature: XY view zoom is centered at cursor Feature: Texture Tool: Constrain operations to axes by holding down Shift Feature: Texture Tools: rotate function Feature: Texture Tool: UI contrast Feature: Model Conversion UI Feature: Add FBX model importer Feature: add IQM format support into lib/picomodel Feature: Spawnarg type icon not shown for inherited properties Improvement: New Game Connection GUI Improvement: "Replace Selection with exported Model" preserves spawnargs Improvement: automatically reload exported models Improvement: Search function: don't start searching while still typing Improvement: MediaBrowser toolbar: clear filter text when texture is selected through MMB or Texture Browser Improvement: Merge "Create player start" and "Move player start" options Improvement: Patch Texture Rotation should take aspect ratio into account Improvement: Texture Tool: use aspect ratio of material Improvement: Step-rotating textures through the Surface Inspector should be using the center as pivot Improvement: Surface Inspector: Option to change horizontal and vertical scale values proportionally Improvement: Apply textures to surfaces using "normalized" scaling. Improvement: Normalise button brings texture coordinates closer to 0,0 Improvement: Prevent Texture Tool "face jump" on rescaling textures Improvement: Move modifier hints out of the status bar Improvement: Flip Texture: Prevent huge face UV coordinate translations Improvement: Double click on list elements should auto-close dialogs Improvement: Texture Tool: Select items by clicking the UV space they cover Improvement: Texture Tool: Grid lines are getting too dense when zooming out a lot Improvement: Texture Tool: intercept keystrokes for grid resizing & snap to grid Improvement: Model Exporter: warn if Output Format and extension in File Path don't match Improvement: Change Quake3 map exporter to write "legacy" brush syntax Fixed: Q3 Legacy BrushDef parser sometime produce some wrong texture rotation Fixed: "Replace Selection with exported Model" assigns result to Default layer Fixed: All scene graphs connect to the same undo system, causing interference Fixed: Remove Floating Layout Fixed: EntityInspector allows to set an entity's name to an empty value Fixed: modelDefs folder starts expanded after changing selection Fixed: Particle Editor: wireframe does not render Fixed: Drag-select while in texture tool window gets stuck. Fixed: Some brushes change shape or disappear when rotated or duplicated Fixed: Texture Tool: drag operation doesn't capture the mouse Fixed: Ctrl-S does not work when focus is on inputs Fixed: Autosave filename unhelpfully overwrites 'save copy as' filename Fixed: Merge Maps: can't hide changed entities/primitives Fixed: Merge Maps: can't center orthoview/camera on changed entities Fixed: Merge Maps UI remains if DR is closed while a merge is in progress Fixed: Merge Maps: "Details" text doesn't use full width of window Fixed: Brushes colour schemes not saving Fixed: Fit Texture fields do not allow values below 1.0 Fixed: PatchDefExporter: do not write trailing white space after shader name Fixed: LWO2 Model Exporter doesn't write vertex colours Fixed: Objective components not correctly renumbered after removing a component Fixed: Applying a skin to a model entity no longer works under 2.14pre1 Fixed: Spawnarg types and tooltips not reliably inherited in entityDefs Fixed: Crash when saving map or prefab without a file extension Fixed: Texture Tool crashes when creating a new brush Fixed: "Texture tool" grid cannot decrease under 1 Fixed: Texture Tool: dragged vertices snap to grid even though it's switched off Fixed: Sound chooser not pre-selecting the inherited value of snd_* keys of an entity Fixed: User Guide (Local) doesn't work Fixed: Restore GL_LINEAR_MIPMAP_LINEAR texture filtering Fixed: Objective components not correctly renumbered after removing a component Tweak: Surface Inspector vertical shift / vertical scale arrows Tweak: Surface Inspector's minimum width is too large The list of changes can be found on the our bugtracker changelog. Have fun mapping!
    12 points
  3. 12 points
  4. And here is a shot from the mission proper:
    11 points
  5. Yet another (and the final) hotfix release for 2.09 is available. You can obtain it with tdm_installer. Make sure you check "Get custom version" on the first page, then choose release209b on the second page. If you need 32-bit binary, you can download it as additional archive here. After a very short testing, this hotfix will become the new "default" in tdm_installer, unless any serious issues are detected. Contrary to the usual case, savegames are fully compatible all ways between original 2.09 release and 2.09a and 2.09b hotfix releases. You don't need to finish playing current mission in order to update and even rollback in case of any issues. Here is the list of changes compared to the 2.09a (mainly GL issues on AMD): * Fixed a bug causing black screen instead of main menu with music playing (thread). This problem happened on AMD GPUs and was previously circumvented by setting "r_glCoreProfile 0" in config file. This workaround is no longer necessary. * Fixed crash when new shader is loaded during gameplay (5012). This problem happened on AMD GPUs and could be previously circumvented by setting "com_smp 0", although I'm not sure it ever happened in the wild. Anyway, the workaround is no longer necessary. * Use windowed 800x600 mode as "safe mode" for renderer. It can help avoid initialization error in the rare case the game cannot do ChangeDisplaySettings (related thread). * Removed [cleanup] button from the main menu (thread). Remaining known problems: * The game does not start on old AMD GPUs (TeraScale 1) despite them supporting GL 3.3 (thread). No workaround known. * The game looks corrupted starting at the main menu on some Linux AMD drivers (thread). Workaround: set Color Precision to 32 bits.
    10 points
  6. Story: Thanks: Thanks to my beta testers datiswous, Cambridge Spy, Aluminum Haste, Acolyte Six, madtaffer, wesp5, SuaveSteve and prjames. Additional thanks to Dragofer and Bikerdude who helped with scripting and assets. Download: Gallery: Thank you for playing! What did you think of the mission? I look forward to your honest feedback! Hints, Tips, Walkthroughs, Spoilers(!): - This mission will greatly reward those taffers who like to explore a mission thoroughly. It is possible to go directly for your objectives, but you will be missing a lot of content. - Many windows are openable, leading to new areas or private residences. - If an area seems hard to navigate due to patrols, chances are you can circumvent it. - Those who like a challenge and some extra replay value owe it to themselves to visit the apartment high above the tunnel entrance at Cobb St. (above the last pic in the gallery) FAQ: Disclaimers, Player Information.
    9 points
  7. I'm really digging the cabinet1 extension pack, the new pieces really tie the room together! With one month left in the challenge, I'm not sure I'll get everything the way I want it, but I'm aiming for at least beta quality with the primary objectives.
    9 points
  8. Yet another wiki page added: https://wiki.thedarkmod.com/index.php?title=Force_Fields
    8 points
  9. UPDATE: Beta testing is now open to anyone interested. --- Hello everyone, I am new to the forum and also to mapping in general. I've spent about 3-4 months learning DarkRadiant and creating a new FM for TDM. Now, I could use some help running the map through it's paces. Mission description: In the northern town of Eaton, Lord Mayor Zelmer is hosting a lavish party at his luxurious estate... Most of Eaton's elite, the Queen and a famous musician will all be partaking in tonight's festivities. I plan on making the map available for testing over on the "TDM Mission Beta Testing" forum as soon as I (hopefully, fingers crossed) have received a couple of replies I've tried my best to make the mission as interesting as possible, but I fear that I may have made the plot a little too convoluted - hopefully not though. During the Beta-phase, I am also hoping to recruit one or two voice actors, but I'm not quite sure if I ought to look into this separately. Any advice on this would also be greatly appreciated. Generally speaking, all the important voice acting is already present, but I would love to replace one poorly acted scene and also to have some non-essential dialogue recorded by someone other than me and my partner (and preferably by a native English speaker). Thank you for your interest and thanks in advance to anyone interested in beta testing. I promise to be as receptive as possible to any feedback I receive.
    8 points
  10. Hello! I'm getting very close (in the next few days) to being ready to beta test CoS 0: To Catch a Thief. I'm looking for a rowdy crew of taffers who would like to help me in this endeavor! Any and all welcome I'm thinking we can handle this over the beta test forum unless we have specific requests to use discord. /Bienie
    8 points
  11. Angling along alleyways, gliding among gamblers, fleecing the financiers, and lip-locking the ladies... Here's the promised prequel to "Away 1: Air Pocket". That was a bite-sized nautical adventure, but this, the back story, is a full-featured offering. If Replaying a Cutscene If you replay a particular cutscene from a Save point, you'll only hear the audio; the screen will be black. At the end, play will resume normally. The workaround is to quit and restart TDM. Then when you load the save, you'll see the video as well - but again only one time. A bug ticket has been filed. For your convenience, the FM offers a just-in-time way to skip each cutscene, replacing it with a summarizing "scroll" slide. Additional Documents of Possible Interest These are available through links here, as well as included within the .pk4 in the /supplementals/docs/ folder: Away 0 Credits & Acknowledgements.docx Away 0 Maintenance Guide.docx Including information for potential translators Away 0 Use of Historic Paintings.docx In addition, and of potential interest primarily to previous testers, see: Away 0 Release Notes - Changes from RC2 to Final Release.docx. This document also includes changes in the foregoing documents, and is only available through a link on Away 0's beta-testing thread. Probably you should wait until after you've played the game at least once to check these docs out, to avoid getting too many hints. At the end of your testing, if you get stumped, the Maintenance Guide may be helpful. Alternative Download It is recommended to simply use your installed TDM's mission downloader menu to get this FM. But if you want to bother with a manual install, here's a link to fetch it: away0.pk4
    7 points
  12. It is of course impossible not to appreciate your appreciation of cabinet1! So exclusively for fellow travelers in the connection contest attached is "bench_wooden03" - now even the smallest Mirkway hovel can flaunt that cabinet1 style. Since this is also technically a WIP thread just to stay on topic figured I would throw in a shot public domain sourced book_sp1 skins I am working on for my contest mission : "The Collected Works of Volta", "There is Death in the Pot" and the "The Golden Order of the Sanguine Dawn". Unfortunate byproducts of spending time trawling publicdomainreview.org when I should be building. bench_wooden03.lwo
    7 points
  13. Added a new wiki page "Video Cutscene Creation", as well as a section "Patches and Terrain" to the end of the "Patches" page. The latter is short, mainly organized pointers to useful content.
    7 points
  14. Wow, thanks for everyone's hard work keeping my old TDM series alive! I'll be playing this for the first time in years tonight!
    6 points
  15. Yep, another one! My mission is also ready for Beta testing (when it rains, it pours, right?). I realize that @Bienie just started his beta, but if there is anyone left willing to test mine (or people willing to test both), please check in at my thread over in the beta testing forum.
    6 points
  16. Vote TDM for MODDB's Mod of the year 2021. To do this, just go to the TDM page on MODDB and hit vote now button. (no account or other registration procedures needed) Count down timer: https://www.moddb.com/mods/widget/moty/the-dark-mod?year=2021
    4 points
  17. I wanted to add a different look to my Venice map by buying a street of models to use. I found this and bought it. It's a lie. What you get is a set of OUR (Dark Mod Arcturus Rocks and assorted .ASE models from the Grass Demo; packaged up with random textures and images. This has given me a complete head fuck as now I can't trust this bastard with my credit card details so I have to cancel my card and notifiy everyone I do business with in direct debits of the new card which I won't get for 10 days. DO NOT BUY FROM THIS SITE: https://www.cgtrader.com/3d-models/exterior/house/venice-building-group-v1
    4 points
  18. Thanks @Amadeus ! As I have mentioned A Good Neighbor is one of my favorite missions and I look forward to follow up when it comes! Here are those book skins ready to drop in to a mission directory if you'd like to use them. All the material is sourced from the public domain or touched up by my meager photoshop skills - so need to worry about any licensing issues. book_sp1skins.zip
    4 points
  19. That's because rats carry diseases, so even after one touch of dead rat you become too weak to lift it Seriously, this is known issue that will not happen in 2.10, one way or another.
    4 points
  20. New version is available: dev16390-9648
    4 points
  21. Supreme allows the use of some tools, but not moss arrows to soften landings. You can knock loot around as long as you are not heard in the process. I have done that a few times in Thief. Didn't think of that to be honest, but I want to avoid using consumables if possible. Plus I assume that would've been just as loud as hopping on that pipe, or no? Thank you for your kind words about the video. Many years of Supreme ghosting has definitely made me more patient yes, so thanks for noticing lol. Here is another one:
    4 points
  22. Updates to the "Doors" wiki entry: Under "Auto-Closing/Opening Doors" : Collapsed long text block of older method no longer recommended. Broke out & expanded: "Allowing the Player to Interrupt Door Motion" Corrected default rotation speed, and revised text, in "Speed of Door Opening and Closing" Added new section near end: "Alternative Method: Door with a Separate Lock Plate" Added new section: "Controlling Door by Scripting"
    4 points
  23. Away 0: Stolen Heart is now released!
    4 points
  24. Continuing on with my previous posts about this topic, Carmack actually addressed the state of their varifocal technology in the above talk. I guess the much coveted Half Dome varifocal prototypes they demonstrated (well, "demonstrated" as in "showed a through the lens video of it") still have lots of problems and didn't really work well outside of the lab. Also, problems with cost and glasses. Unsurprisingly varifocal that isn't "perfect" is worse than fixed focus. It seems quite premature to me then that Lanman claimed varifocal was "almost ready for prime time" 1.5 years or so ago. Carmack hopes they can collect a bunch of eyetracking data across wider populations with their next headset (to increase accuracy I suppose), but this seems to confirm varifocal isn't going to be a feature from them any time soon. But just how accurate and robust does eyetracking have to be for this to work in a consumer product? E.g. if eyetracking running at >200hz screws up your focus once every minute, does that create an unacceptable user experience? https://skarredghost.com/2021/10/22/creal-ar-vr-lightfields Then there's this demo of CREAL which approximates a light field: "CREAL states that its innovation is in not calculating low-resolution lightfields for many positions, but few high-quality resolution lightfields in a few selected positions around the eye of the user". The impressions are very exciting to me because it sounds like it's another step along the path of addressing the primary issues I have with VR: However, there's no actual eyetracking and the lightfield portion of the display is limited to a mere 30 degrees (the display is foveated, there's a standard fixed focus display around the perimeter and the transition between the two is abrupt). I have to wonder if it's possible to use a similar kind of display but with eyetracking so the lightfield region follows your eye--sort of similar to what @STiFU mentioned a while back (though that was with a holographic display).
    4 points
  25. I tried quite a few times to make a sequel but kept running into technical issues. The mission started you on a moving train which was traveling through the snowy mountains. But there were lots of logistical and technical issues I ran into with the train. And because the train was such a big part of what I had planned I didn’t want to just throw that away and do something else. I had tried reaching out to Grayman who worked quite tirelessly to try and fix the issues I was encountering but ultimately he couldn’t get it working so I just gave up on that version of accountant 3. After this I tried to make a mission which was quite different but nothing felt right to me and I couldn’t settle on anything I liked so I moved on to other projects. I know it sucks to leave something on a cliffhanger. But I tried my best to make it happen and it just didn’t work out. Sorry!
    3 points
  26. @Goldwell@thebigh @jonri@DeTeEffare further confirmed/possible contest participants I'm aware of - what's your stance on a deadline extension past the original Christmas deadline? Personally I think the most sense would be if the deadline were aimed at the 2.10 release date since part of the contest idea is to reward use of 2.10 features. But this is 1 1/2 months later (middle of Feb) than the original deadline, so it might be unfair if some of the entrants designed their mission on a small scale to be sure to meet the original deadline.
    3 points
  27. Thank you both for helping out. Indeed you're right as I was experimenting, I picked values that are too high which probably made the EFX getting ignored. It also prints out an error in the console if you type "reloadSounds" in which the values that are wrong are shown. It didn't come into my head to just set some of them to zero to see if the changes are applied. They are! Good. With the correct min/max values in mind I experimented a bit and found a pretty decent indoors EFX setup like this: preset WOODEN_MEDIUMROOM REFLECTIONS_GAIN 0.2 DECAY_TIME 1 Again, thank you for helping out! Finally it works
    3 points
  28. Somewhat disappointingly, the advantages of this mod are rarely seen in the best looking missions. This is because many mappers have approximated this look by augmenting their maps with "bounce lights" since the release of "Sir Talbot's Collatoral" so you almost always see the same specular effect in ambient lighting as with real lighting because most maps "always use real lighting" for ambient locations anyway. Having this new ambient behavior should reduce the need to place bounce lights around and thus should save a little performance as well as mapping efforts.
    3 points
  29. 3 points
  30. Prague is the capital of the Czech Republic, the capital of Austria is Vienna ;).
    3 points
  31. I fixed the issue in svn rev 9643. For the previous dev. build, I fixed some weird behavior which looked like a bug, but it turned out that some code was working only thanks to that weird behavior, and hence it broke. Here is the difference between working and broken maps: If .map file has "name" spawnarg set on the worldspawn, then the map loading was broken. If .map file does not have "name" spawnarg on worldspawn, then it map loaded fine. Of course, some existing FMs (e.g. Window of Opportunity) have "name" spawnarg, so that was a serious issue. The next dev build should work fine in all cases.
    3 points
  32. GOG: 100% off SteamWorld Dig 2 (ends November 11, 10 AM PST) https://slickdeals.net/f/15390217-steamworld-dig-2-free-gog?v=1 https://www.gog.com/game/steamworld_dig_2 https://www.gog.com/giveaway/claim I didn't set out to quadruple post, but the freebies are coming in FAST.
    3 points
  33. Might as well post the two other videos I recorded a while ago.
    3 points
  34. New Supreme Ghosting video:
    3 points
  35. Thought I'd post some teaser shots for CoS 0: To Catch a Thief. Still WIP of course, but I'm thinking release before the end of the year. It's going to take place just east of where CoS 2 was set, and a few months earlier.
    3 points
  36. *****UPDATE***** cabinet1 fans! Version 2 of the cabinet1 extension pack is here with a new desk and bench model as well 5 unique hutch and curio cabinet prefabs! Big thanks to cabinet1 expert @Dragofer who generously polished the models and prefabs and fixed up the naming/pathing/definitions to be core mod compliant. God speed! cabinet1_xtended.zip *****Original Post***** Jumping over from the Discord where you should definitely join us if you aren't there already. No modelling skill here what so ever, but I have long found myself hopelessly addicted to cabinet1. Now it has gotten even worse with desk02 and desk03 being such great new assets. I just wanted/needed a little more matching furniture for my map so I put these together in DR. To be clear these are very basic but along the way I thought they might be of utility to anyone else who just needs more of that cabinet1 magic and can't wait for the pros to deliver the next dose. Of course just like cabinet1, desk02 and 03 they all have the "desk_old" skin variant and there is a prefab for the curio cabinet with working doors. God speed.
    3 points
  37. 100% off Box: The Game on Steam, ends 6:45 PM ET on Dec. 6 https://store.steampowered.com/app/879850/Box_The_Game/
    2 points
  38. Ubisoft to make Anno 1404 History Edition free to download and keep forever
    2 points
  39. Well this was great! Hard to believe it was your first mission, everything seemed really solid including all the staples like rooftops, vertical shortcuts, hidden compartments, readables etc. And it wasn't a small mission either! The similarities to CoS 0 were quite apparent too, looking forward to continuing with CoS 2
    2 points
  40. Turns out, this is NOT a Dark Mod mission at all. I remembered wrong! Woe is me... The mission I was sort of remembering was the second mission in the Death's Cold Embrace campaign, A Formula For Success. The Highwater Mansion was the house, and the snowy street outside the one I could recall.
    2 points
  41. Warhammer: The End Times Vermintide is free on Fanatical.com theHunter: Call of the Wild base game is free in the Epic Store
    2 points
  42. @datiswous, about the figure in the box office/giftshop you found "creepy"... You clearly haven't spent enough time in women's clothing stores. I suggest image-Googling "headless mannequins with hands" to see her tribe.
    2 points
  43. Its getting quite serious for demo2 now. https://twitter.com/yrdenwatch/status/1462748300873027592?s=20
    2 points
  44. A hotfix version has been released. The hotfix contains several fixes and visual improvements as well, so it is well worth redownloading! The dropbox link has been updated in the original post, and the in-game downloader version is up to date too!
    2 points
  45. 2 points
  46. After some years, i just want to mention that i uploaded the sourcecode and binary of full tdm launcher for windows at github. Executable https://github.com/freyk22/tdmlauncher-win/tree/main/TDM_Launcher/TDM_Launcher/bin/Debug Sourcecode: https://github.com/freyk22/tdmlauncher-win
    2 points
  47. I'm working on a new project: The Dark Mod Launcher. Its an application launcher for users/beginners who have difficulties to, run TDM (using start-arguments) and solving TDM operatingsystem errors. First it was made for the new tdm-installer mac, as a launcher to run TDM and the updater inside one application-container. But now i want to expand it, to do more things. Tdm launcher will come in two versions: Lite version: run TDM and TDM-updater.run TDM and TDM-updater with commandline arguments.Normal version - More advanced version run TDM and TDM-updater.run TDM and TDM-updater with commandline arguments.Ideas: screen resolution tester, application logger, Mission remover (outside TDM), etc.Download the work-in-progress-version of the lite or standard version from my google drive and extract the executable in your tdm-folder. Sourcecode of these versions will be publisched on my github repo and google drive) This launcher is inspired by darkloader, thief 4 setup and tdminstaller-win. Are other things you want to add to this launcher?
    2 points
  48. Did you try using "GAIN -0.5" ? The sound system presumes that 1.0 is the max and that values above 1.0 are over amplification ( a tool to compensate for poor recordings with default low volumes ).
    2 points
  49. Steam: 100% off Beholder https://store.steampowered.com/app/475550/Beholder/ Steam: 100% off KEO https://store.steampowered.com/app/1424910/KEO/
    2 points
  50. Not sure if people already know, but marbleman and I have recently made some narrated playthroughs of TDM missions where we use the Ghost/Supreme rules. Here are the ones we've done recently: Enjoy!
    2 points
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