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I'm proud to announce the release of The Lieutenant 4: A Reciprocal Gambit Huge thanks to beta testers: @Mat99 @Bikerdude @Cambridge Spy @Shadow @DavyJones Screenshots: https://flic.kr/s/aHBqjCit3B 800x600 versions for @nbohr1more: https://flic.kr/s/aHBqjCir1t Download link (version 4): https://drive.proton.me/urls/X6SCH8QDCW#BM9hyzLnjASZ TDM 2.13 required. Enjoy! Frost19 points
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Aight well if I'm poking around posting fm reviews, code change suggestions, and asking for tech help I might as well also put up my work. Putzing around with DarkRadiant is quite fun. Not sure when or if I will produce a full map but, considering that I haven't touched dromed or made maps for other games before, I'm really happy with what I've got so far. Kudos to the tooling designers for making something reasonably idiot-friendly. One of the first things the A-Z tutorial tells you is to not use 0 0 0 for ambient lighting, and I immediately said nuts to that lol. I'm really enjoying the harsh darkness and the contrast from light sources. I didn't intend for it to happen, but I've ended up with something that looks like it crawled straight out of TDS. It also makes traversing the level have an interesting trade off - you need light to see, but enemies can see you carrying it and if its in your hands you have to drop it to pull out the bow or mantle stuff. I'm trying to build a whole level around this "mechanic"/"gimmick".17 points
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15 points
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15 points
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"Dame Fortune is a fickle mistress. Every time she opens a door, she throws a brick through your window..." I'm happy to announce that my second FM, "The Last Night on Crookshank Lane", is now available on the Mission Database: https://www.thedarkmod.com/missiondetails/?internalName=crookshank Backup download is also available here: https://share.anon-kenkai.com/crookshank.pk4 Big thanks to @Airship-Ballet, @wesp5, @JackFarmer, @taffernicus, @Bergante for beta testing and feedback. Special thanks to @datiswous for generously providing in-mission subtitles. This is a much bigger and more ambitious FM than my first attempt, and it ended up taking a year and a half to complete. It was also a very educational lesson in the importance of proper map optimization. It's a sort of soft-sequel to "The Threepenny Revue", but not part of a series per se, and can be played as a standalone mission. I took inspiration from FMs like "The Painter's Wife" in TDM, and "The Sound of a Burrick in a Room" from Thief Gold, and although I'd never put myself in the same league as either, I was always impressed by their size, scope, and detail. City exploration FMs have always been my favorite, and those maps and others like them inspired me to take a crack at something similar. Enoy!14 points
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10 points
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I'm happy to announce the release of my third FM: Year of the Rat. This is my first city hub map, focused primarily on story characters and environment. It's my most complex project to date, taking its fair share of effort to make which was a good learning experience. As an experiment I opted to use no scripts and rely solely on the default entities, as well as no custom assets apart from the map and splash screen hence the small pk4. It features a few special elements, such as factions that are hostile only when the player commits crime or a decoder lockpick used to open electronic doors. The beta testing thread can be found here, thank you everyone who helped find the most obvious problems. You play as a famous thief nicknamed Black Jack: A man who's pulled many crazy jobs in his life, only to be hired for an absurd and insulting task by an anonymous employer. The objective is pretty straightforward: Be kind to the mice and feed them some cheese! Your silly quest takes you to the Lantern Light district during the Lunar New Year celebration, a place where gangs and corrupt nobles do their dirty deeds together. What ulterior motives and unexpected twists could your adventure entail? While the most obvious problems were patched during beta testing, some issues can't be easily resolved due to the complexity of the entity setup and objectives, meaning you may encounter a few inconsistencies. Most notably surrounding AI, which may float above chairs and not react to alerts or oppositely send the whole map into a panic: This is mostly due to how the engine handles AI and alarms. The map is small since I wanted to add more detail without having to work on large areas, as such some places can feel cramped while the skybox may be visible up close. I'll be busy so further updates are unlikely unless I decide to add new content later... you're welcome to report any issues you encounter, but keep in mind that if something wasn't fixed it's likely known but difficult to address or due to engine functionality. Spoilers for objectives and secrets as follows: Download 1.2: Google Drive, Mega. Screenshots with minor spoilers for the various areas:9 points
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So I thought I had found a new and BETTER way of creating lit/selflit windows for TDM, but discovered fairly quickly that some window textures are already using this mething, but that unfortunaly the vast majority are not. The aformerntioned method is that we use the stock material def for the frame (so you retain the diffuse & bumpmap details), and then only 'blend add' the lit window panes which are a separate texture. An example stock texture that uses this method already - textures/darkmod/window/wooden_frame01/wooden_frame01_lit What we have above is an overlay of JUST the window panes, and its just this texture that is RGB boosted! I don't know why we HAVENT been doing this in the core mod all this time, and to quote @nbohr1more"Boosting the diffuse is a pretty poor way to achieve that effect." And unfortunately a LOT of the core window textures are using this poor method instead of the window pane overlay method. Ive already spent some time in establishments of lower affairs (the line from the gatehouse popped into my head, heh), making overlay versions for frost_salamander for his recently released FM. So when and create da repo for this that @Amadeus has already had a look at and used some in his upcoming wip - - https://drive.google.com/file/d/11168eiBj_m-Lu5d-8FLYUgM7J1MC_92h/view?usp=sharing6 points
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A quick demo video of using a fire arrow to blast jump up to new heights. It may be loud and harmful to the user, but it's still a fun option! Done on the mission "Tears of St. Lucia" on Expert... which thankfully doesn't seem to affect the self-damage.6 points
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5 points
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@OnlyTaffingCowardsHideLook dude - we have next to no rules here but that doesnโt mean you get to do our act however you want โbecause internetโ. I think you have established you donโt have much to elaborate on in terms of your feedback about the game not running as well as you would like at 4k. So it follows you do not need to argue or pick fights about it. Unless that is the actual point. There is appeal in working within the limitations of older technology that not everyone understands. The โtrashโ as you put it, represents an opportunity for us to express something we might otherwise not be able to. So you are free to criticize it, but you donโt need to denigrate it or our members while doing so. Even if no one stops you, itโs not welcome here.4 points
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4 points
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UPDATE! Version 2 is now available. It addresses most of the issues people have found, but the main highlight is a new in-game map provided by the talented @Airship-Ballet! Unlike version 1, the map isn't in your inventory to start with. You need to find it but it's not hidden. Changelog: https://github.com/FrostSalamander/lt4/releases/tag/2.0 Download: https://drive.proton.me/urls/PV79JTNVAW#7zDvAvipKG0I @nbohr1more could you please update the FM database?4 points
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4 points
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If value the games you buy, you should sign one of these petitions - SIGN THE EU CITIZENS INITIATIVE: - https://eci.ec.europa.eu/045/public/#/screen/home SIGN THE UK PETITION: - https://petition.parliament.uk/petitions/702074/ EU petition is @ 826K- needs to hit 1'000'000 UK petition is @ 97K - needs to hit 100,000 A video from Gamers Nexus on the subject - https://www.youtube.com/watch?v=p9ahH6HrtTc ----------------------------------------------------------------------------------------------------- EU: This initiative calls to require publishers that sell or license videogames to consumers in the European Union (or related features and assets sold for videogames they operate) to leave said videogames in a functional (playable) state. Specifically, the initiative seeks to prevent the remote disabling of videogames by the publishers, before providing reasonable means to continue functioning of said videogames without the involvement from the side of the publisher. UK: The government should update consumer law to prohibit publishers from disabling video games (and related game assets / features) they have already sold without recourse for customers to retain or repair them. We seek this as a statutory consumer right.3 points
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Bunch of 100% off on Steam, expiring July 17: https://store.steampowered.com/app/1025440/Fantasy_General_II/ https://store.steampowered.com/app/2921380/Caribbean_Crashers/ https://store.steampowered.com/app/544610/Battlestar_Galactica_Deadlock/ https://store.steampowered.com/app/1368870/Field_of_Glory_II_Medieval/ July 15: https://store.steampowered.com/app/1035510/Ultimate_Zombie_Defense/3 points
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Indeed like you said TDM engine is not outdated, at lest not like the original Doom 3 engine is. Yes is not using PBR and nanite and raytracing and all that new Unreal Engine 5 stuff that makes it a very fast engine ... not ... but the TDM engine has a ton of updates, above the original idtech4 engine from Doom 3, IMO has now more in common with idTech 5 than idTech4. And all done by a very tiny team of TDM players, with the necessary knowhow, on their free time, for absolute free. Man some people don't deserve to get nice things for free... And I'm not talking about you datiswous. To anyone wondering, here is some of the things TDM engine has above original idTech4 that I'm aware: - soft stencil shadows like Wolfenstein 2009 (original is hard stencil shadows only). - new shadow system using shadow maps. - volumetric lighting (aka god rays). - more advanced AI system (so more CPU heavy). - GLSL shaders support and OpenGL 3.x akin to D3D10/11 level, (original is OGL 2.0 akin to d3d9 level and uses ARB assembly shaders only). - modern multicore support (original is single core only). - unlocked framerate (original is locked at 60hz) - 64bits color support - Screen Space Ambient Occlusion - Parallax Occlusion Mapping And a ton of more changes, like LOD support, obj models support, improved gui system, improved scripting system, better window system with support for high dpi monitors and 16 by 9 and other screen ratios, etc, etc. None of these changes were easy to make and took years of hard work, again for free, for a free game that we wall consume without paying a dime. IMO the lest some people can do, is respect that! Enough said.3 points
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The Problem Readables are available in a wide range of TDM bitmap fonts. Unfortunately, the majority of these fonts lack non-ASCII glyphs for European languages, and it would be a prohibitively lengthy task to craft them. This is one of several translation hurdles. (Another is soliciting, organizing, and distributing the work of human translators; see โAI for Translations: An Explorationโ for work on an alternative. This also promotes the use of meaningful alphanumeric #str_ IDs - possibly automatically generated โ instead of traditional numeric.) A Proposed Solution Suppose that when a particular page of readable is shown, it is shown first is English, with the mapper-specified font (e.g., Camberic), and then, after a number of seconds, shown in the current user-selected language, with a different font (e.g., Stone), one that offers the needed diacritics? And with the translated font size scaled down to accommodate potentially more-lengthy translated strings? Both the English and translated text can be viewed in sequence. That opens the door to โquick and dirtyโ default translations, e.g., machine translation. In particular, the reader may sometimes be able to work-around any layout problems and sub-optimal translation by consulting the English text. (Nevertheless, default translations may sometimes miss subtle nuanced hints, so the ability to improve them with tweaked text is a necessity.) The Proposed Mechanics Recall that the game engine currently passes these values to a readableโs gui: gui::title gui::body With a multipage readables, the content of these parameters changes as pages are flipped. For clarity, it is proposed to replace them with: gui::titleEnglish gui::bodyEnglish gui::titleTranslated gui::bodyTranslated The latter 2 would be just like gui::title and gui::body, except that they would serve empty strings when the current language is English or there is no translation available in the current language (and so be used for gui code program logic, to suppress a transition). Observe that this behavior does not substitute an English string for a missing non-English string. Skip the remainder of this section if details are not of interest. Each stock readable .gui would need a one-time conversion to use them. Instead of the traditional 2 winDef overlays for text, there would be 4, corresponding to the 4 text-passing parameters just mentioned. This allows the translated text to fade in while the English text fades out, when an onTime event starts the transition (at 2 seconds in this example). Here is the fragment of .gui code that has been altered: Aspects of this Design โ Transition from English The transition is timed, so no extra โTranslateโ button is shown, nor a hard-to-come-by hot key required. If you want to see the English again, you would briefly navigate away from the page to another, then return; or, if a single-page, close and re-open it. A simple implementation (as the code above and example below) uses a fixed, hard-coded time. Alternative Mechanism. At some cost to code clarity, it is probably possible to get by with just the 2 normal text-passing parameters (gui::title and gui::body) and their traditional 2 overlays, though additional variable(s) would be needed for tight time-synchronization between engine and gui; and overlapping fade-in/fade-out between English and translation would not be possible. Advanced Version. In the longer term, timing could be made more flexible, by passing it as parameter from the engine, e.g.: โgui::transitionTimeโ Where does this value come from? While it could somehow encoded into the .xd file by the mapper, I prefer a different approach. Have the engine calculate it from character or word count of the body, with user-specified globals for reading rate and min and max bounds, e.g.: sys_readablesWordsPerSecTransTime sys_readablesMinTransTime sys_readablesMaxTransTime A drawback of a timed transition is that additional reading time is needed to get to the translations, which may, with immobile readables, increase risk of discovery by guards. So having these additional user controls would let a user get to the translations faster, even skip the English entirely by setting bounds to zero. A Simulated Example โ FM โreadableTranslationFadeInโ In the absence of engine support for the 4 text-passing parameters, it is still possible to make an approximately-functional mockup using some hard coding. However, this prototype DOES NOT suppress the transition when the current language is English. That is, it shows (rather than prevents) an English-to-English transition with change of font & font-scale. TDM with the languages set to โFrancaisโ (French). The first screen shot shows page 1 of a 3-page scroll, momentarily displayed in English with Camberic title and body. After a few seconds, it transitions to the second screen shot, in French in Stone font. With accents. While shown here as a scroll, this approach should be easily adaptable to books and sheets. About the Exampleโs Implementation The screen shots are from a prototype FM: readableTranslationFadeIn Notable files are: guis/readables/scrolls/scroll_calig_camberic.gui, a custom override of the standard Camberic scroll readable, with the translation transition mechanism from above, plus additional simulation fakery described below. strings/all.lang, a UTF-8 file containing 6 #str_ (2 per scroll page โ title & body) in each language section. Only the [English] and [French] sections were implemented. The English example content was loosely derived from the St. Lucia FM. The English text (without #str_ structuring) was manually converted to UTF-8 French using Google Translate (website, not API). strings/english.lang & french.lang. These were generated from all.lang using my gen_lang_plus program to create the 8-bit โANSIโ versions as required, e.g., ISO-8859-15 encoding for French. xdata/readableTranslationFadeIn.xd, that contains the #str_IDs for the 3 scroll pages. Within scroll_calig_camberic, this simulation had this fakery: โgui::titleโ and โgui::bodyโ were stand-ins for hypothetical parameters โgui::titleTranslatedโ and โgui::bodyTranslatedโ; The English text was hard-coded, and the appropriate content selected by actual parameter โgui::curPageโ, to make up for missing hypothetical parameters โgui::titleEnglishโ and โgui::bodyEnglishโ. The READABLE_FADE_TIME is currently set to 2 seconds for testing. Probably 5-6 seconds would be better during game play. Aspects of the Design โ Font Scaling As mentioned earlier, the translated font is scaled to make the text smaller than the original, to accommodate languages that need more room. A simple implementation (like in the example code) uses fixed values with โtextscaleโ. So the textscale for the two Translated winDef overlays is smaller than for the 2 English winDef overlays. Specifically, in the example GUI code, the text scaling factors from the original Camberic readable were retained: textscale 0.4 // titleEnglish textscale 0.31 // bodyEnglish and supplemented by (with a different font, namely Stone): textscale 0.33 // titleTranslated textscale 0.24 // bodyTranslated The goal is to keep the rendered text smaller than the original English rendering for languages with more characters per sentence. These values, while hard-coded, will differ across readables (due to different starting fonts), and would need to be experimentally determined. But this treatment, with just a fixed scaling value that is independent of both text content and current language, is unlikely to be very satisfactory. Better ideas, needing additional engine modifications, will be considered in a follow-on post. Additional Considerations When Authoring the XD File. Recall that TDM is relatively inflexible when using #str_ within an .xd file. So this form will not work: "page1_body" : { "" "" "#str_fm_scroll_camberic_pg1_body_parish_inspection_excerpts" } Instead use "page1_body" : "#str_fm_scroll_camberic_pg1_body_parish_inspection_excerpts" With the 2 leading linebreaks moved into the #str content as leading \n\n. When Testing. If there is a mismatch between the TDM Language setting and the PCโs language setting (e.g., under Windows), then some characters may turn out wrong or indicated as missing (e.g., as boxes). The degree will vary by language, and is unlikely to be seen in the initial English render (because thatโs almost all in ASCII, common to all the ISO encodings.) Even with such mismatches, the translation can be reviewed as to overall length and where linebreaks occur. Be aware that direct editing of *.lang files is not recommended, and could risk converting from a particular โANSIโ raw 8-bit encoding into โUTF-8โ. Applying this Technique More Broadly. A few fonts have oddball glyphs for certain characters, e.g., a skull and crossbones in Treasure Map. This would require special handling during translation. For Briefings, Objectives, and Messages, similar approaches can be conceived. However, for each of these (and different from readables), only one particular font is routinely offered. And there are alternative designs to be considered. For instance, the English and Translated text could be shown simultaneously side-by-side in various ways, instead of sequentially. The Objectives have the additional complication that the font size is already user-adjustable.3 points
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That looks interesting. Nice, thanks for letting me know, I will definitely give this a try! Didn't now that. Never mind then3 points
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I see your power plant and raise you my own! Relatively safe to your body. Additionally, part of the vent system, And finally, a a pair of complete mystery images that I leave to speculation. https://imgur.com/UXw9PoR https://imgur.com/brhpBVA https://imgur.com/DMEwWCE https://imgur.com/hx7VP3I https://imgur.com/fgvu49f https://imgur.com/Q28PZ2I What a treasure trove Bikerdude... Wonderful to see3 points
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3 points
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First of all wow so much impressive stuff recently in the thread. I can't compete at all. What I've got is definitely rough, and I am well aware that certain textures are muddy at the moment. Second, this isn't quite abandoned yet, but don't get your hopes up. I'm usually very tired from work and if my stuff gets finished at all it will be a miracle. Yes, I am disregarding the advice to make your first stuff simple. Yes, I am being a hardhead. Gamma and brightness adjusted to make things more visible in the screenshots. It's a prison break-in mission with a twist. No interior to the prison yet, just exterior walls and a safehouse far in the countryside. Not exactly "Victorian" design. I'm going for a feeling that the institution is more modern than most stuff we have seen in TDM. The "death antennas" surrounding the walls are just cobbled together from previous contributor's work. An upside down water tank on a steel pole, with some high voltage transmitter looking stuff on the sides.3 points
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As a general rule I'm in favor of modifying the originals as long as they look identical enough and it's only to upscale the resolution: I think new versions should only be created if the texture is too different. Nothing will really change otherwise, old FM's won't be upgraded and we'll keep adding more assets that ultimately replicate each other.2 points
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I think it comes down to peer pressure (people will notice if an FM is extremely demanding, and mention it during the beta testing phase), and peer assistance (mapping help from people who know what they are doing). Maybe there are things that can be done with the engine that can help support more gigantic "open world" style maps but I'm not sure what they are. It is reasonable for hardware recommendations to go up as the game evolves over decades and mappers push the limits. A bargain bin i3-10105 smashes the old A6-3400M I used to play TDM on, and multiple cores can actually be utilized. Le code it yourself geg I say excuse the rudeness as long as the criticism is anywhere near valid (debatable). Man's sober now at least. It's actually quadruple the pixels: 1920 x 1080 = 2,073,600 2560 x 1440 = 3,686,400 (~1.78x 1080p) 3840 x 2160 = 8,294,4002 points
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The absence of rope arrows forces you to consider alternatives, which I think was the point here. I also felt that there was supposed to be rope arrows but that I missed picking them up. It forced me to explore other means to forge ahead, which I found. Again, that was deliberate. Same with the "fastened" doors. It hinted to me that there was something on the other side, but I had to find a different way to get there. It all comes together when you finish the mission. Getting from the end of the mission to the beginning is far easier than getting to the end from the beginning. This is important for those who have to return to collect unfound loot. There IS one wall pipe that is climbable. I don't think there is any ivy however. Some of the jumps WERE a bit tedious. That's always a turn off. And it was indeed dark. Particularly when you're trying to spot a ledge to creep along. Maybe this is a Ver 2.13 issue with the lighting. I don't know. But I managed to complete the mission and totally enjoyed it. Still can't find all the loot though. When you have verticality like this, there's bound to be an isolated window to burgle or some bird nest teetering remotely.2 points
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2 points
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And we know exactly how well it works out when tech-illiterate lawmakers start dictating the functions of technology they don't understand. "We don't care about this physics shit! We passed a law that requires you to provide faster-than-light travel and you nerds better figure out how to make it happen!" I don't even understand what these petitioners are asking for. Do they want a law that compels providers of online games to keep the servers running forever (even if the company goes bust)? Provide a refund if the servers have to be switched off (even if the company has already gone bust, and has no money to pay for it)? Implement an offline mode for games like WoW where it makes no sense? Or just never provide online games in the first place? No matter what they're asking for, I'm pretty sure what they're actually going to get (if the law is passed) is games publishers simply not selling into the EU/UK market at all. Just like the web sites which are now blocking UK visitors because the dumb fucks who passed the "Online Safety Act" mistakenly believed they had the power to regulate the entire internet.2 points
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Ampersat 100% off on Steam, ends July 6, 2025 at 1pm ET https://slickdeals.net/f/18416488-thru-7-6-ampersat-pc-steam-digital-download-free-via-steam https://store.steampowered.com/app/1356040/Ampersat/ Don't confuse with the option to add the Demo version instead of full version.2 points
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While all the quality of life improvement on game preservation that this would imply is nice, i think the key takeaway is the part that says: "prevent the remote disabling of videogames by the publishers " So as not to actively disrupt usability - Which should not be a technical problem, the worst it implies is that one should revert to at least being able to run the game in the launch status on systems it was meant to be run on. For disc software that is literally to not allow for 'disabling remotely'. for online bought, it is conserving for access -or allowing users to conserve for access- a working launch or/and a designated patched/stable version. For example i do want to retain the option to be able to play an original version of a game after its been remastered.2 points
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2 points
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Hi there I've been playing the dark mod for a while and have been taking notes on a few things that I feel if changed, would make for a slightly better and more enjoyable experience. 1 - Moving sideways when climbing ladders, pipes, nets, vines, etc, is ridiculously slow. Garret does it way faster in Thief 1 and 2... hell, even I can move sideways faster while climbing ladders and I'm no thief! Speeding it up a bit would make for more satisfying maneuvering, and also more fitting given that Corbin is an agile and experienced thief. 2 - There is no falling to your death sound. I was playing The Painter's Wife a while ago, and I fell to my death multiple times, and it always felt so weightless and anticlimactic doing so. In Thief 1 and 2 you could hear your bones being crushed whenever that happened. Having a sound cue like that would make me very very happy, or at least less frustrated from dying, which I do, a lot, because I suck. 3 - On the topic of dying, it would also be nice to add an option to enable a loose camera with physics instead of the Doom 3's standard tilted perspective and pointing 80ยบ or so degrees upwards whenever you die. It looks so jarring to me that I feel even a standard camera animation pointing downwards like in Thief 1 and 2 would look better and more fitting than that abrupt cut. 4 - This is a small nitpick, but the water footsteps sound a bit off. Everything else in the sound department is generally very good, but the water footsteps sound as if someone dipped their fingers on a bathtub and is moving them around. It lacks impact. Thief 1 and 2 sounded better IMHO. 5 (bug) - And lastly, there is a bug that I want to report. For some reason you can't see your compass underwater. You can scroll through and view every item in your inventory (you can even read underwater!), except the compass that for some reason completely disappears. I noticed this when trying to navigate through a maze of underwater tunnels in a FM a while ago. That's all folks.2 points
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Hi ClockWood, Yeah, besides that there are a couple of player dying sounds that are also very anticlimactic. Yes. Fortunately @SeriousToni came to the rescue with his Alternative Footstep Sound Package2 points
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Just finished this amazing mission. I really like how dense the world is, and the story intrigued me. It is a very good one! Personally I believe this mission to be my favorite. Overall, thank you all who worked on this map for that amazing experience! One question, however, bugs me a bit.2 points
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It's possible that cvar isn't archived or something like that. Whatever the reason, you can probably get around this by adding that cvar to your autoexec.cfg in your darkmod folder.2 points
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I've had a brief look at the code. It indeed looks like unbindPad only unbinds the pad buttons. However, I just discovered a workaround: try setting in_padDeadZone to 2.0 . This increases the deadzone to values the sticks can never reach, effectively disabling the sticks.2 points
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Airship saved me. Turns out the problem all along was that I had saved the .sndshd as text rather than as All Files type so it became a .txt instead of a .sndshd.2 points
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@Sullomethanks for taking the time to play! I am glad you had a good time @datiswousyes the speech from the shop owners is specific to the mission. If you make subtitles I would be happy to integrate them.2 points
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SteamWorld Dig 100% off Offer valid through June 26, 2025 at 10AM PT https://store.steampowered.com/app/252410/SteamWorld_Dig/ https://slickdeals.net/f/18398611-steamworld-dig-pc-digital-download-free2 points
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The mission database has been updated. Thank you!2 points
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I mention this in case it's useful: https://libretranslate.com/2 points
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Hi! Here is the link to beta2 of the russian variant of Iris - https://cloud.mail.ru/public/jLUn/n2fPr2WDe It has been already published at darkfate.org. But I still do not have enough skills to fix the Mason font...So I wil try all my best in the next 3 months...2 points
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A hearty congratulations on the release! Two FMs in one week?? We're getting spoiled2 points
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2 points
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2 points
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Thief Guild page ready https://www.thiefguild.com/fanmissions/89591/the-lieutenant-4-a-reciprocal-gambit2 points
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This game takes place a few hundred years before Thief 2014...but after Deadly Shadows, so it's possible Hammers and Pagans may still be around in smaller numbers.2 points
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As you suspected, activating g_lightQuotientAlgo 0 makes AI notice missing objects again. Whatever the issue is, it seems tied to the new light estimate system.2 points
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2 points
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2 points
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Maybe you can test with these cvars: Because maybe it could be related to the new AI vision system that is implemented since 2.132 points