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Showing content with the highest reputation on 07/02/20 in all areas

  1. My old friend Andreas urgently needs my help. He asked if I could meet him at the Lion's Head Inn, our favourite retreat in a quaint part of the city called Mirkway Quarter. He’s got a small apartment nearby where he makes a modest living off paintings he sells to pompous nobles and the odd merchant. Not long ago, his wife Lily was hired as a servant at the manor of the local alderman, one Lord Marlow. Now she hasn't been home for days. Andreas went to the manor looking for her, but the guards shoved him into the gutter and warned him not to return. Andreas is certain that something bad has happened, and I don’t think he’s wrong. Gallery Authors’ Notes It all started many years ago when Shadowhide laid the foundation for a sprawling and convoluted city and worked with MoroseTroll and Clearing to create a macabre storyline to befit this medieval metropolis. At some point, however, the beast grew too large to handle, so he handed the keys to the City to Bikerdude and Melan. Together, the two worked tirelessly, passing the map back and forth, each playing to their respective strengths. Notably, Melan reworked the story concept, toning down many of its darker, R-rated elements. Eventually Melan, too, moved on in 2017, but by then large swathes of the community had become involved in this map’s development. Mapping work was contributed by Baal, Grayman, Fidcal, Ubermann, Skacky, and Flanders, while Destined, nbohr1more, and Obsttorte wrote story texts. Several scripts were provided by Grayman, Baal and Obsttorte, such as an elevator with scissor gates, a TDM first. Even after all this input, the daunting task still remained to transform what had grown into the largest TDM map ever made into a playable mission. Bikerdude hammered away at this for some more years still, on and off between other projects, until in early 2020 when he deemed it ready for public viewing. It was then that Dragofer and Amadeus joined in. In the months that followed, the trio reworked, finished, and polished the mission in nearly every aspect, fully writing out and editing the story as well as adding countless scripted effects and (with help from Bienie) many new readables. The good working atmosphere and pooled creativity brought forth several new secrets, of which the largest likely hasn’t been done before in TDM (hint: check the libraries). In the very end, the name “Fractured Glass Company” was drawn up to refer to everybody who was involved in creating this very special mission. Without the hard work of all these people, most of all Bikerdude and Shadowhide, this mission would likely never have seen the light of day, let alone become what you see here before you. The mission is, as Bikerdude puts it, a homage to Thief 1 & 2, and it’s our hope that you catch these vibes as you explore and enjoy this mission. Update 1.2 (released 04/04/2021) Update 1.1 (released 11/11/2020) Credits - Mapping: Shadowhide, Bikerdude, Amadeus, Baal, Dragofer, Fidcal, Flanders, Melan, Skacky, UberMann - Original Story Concept: Clearing, MoroseTroll, Shadowhide - Story & Readables: Amadeus, Bienie, Bikerdude, Dragofer, Destined, Melan, nbohr1more, Obsttorte, Shadowhide - Editor: Amadeus - Scripting: Dragofer, Baal, Grayman, Obsttorte - Voice Acting: AndrosTheOxen (Andreas), Joe Noelker (Player) - Video Editing: Bikerdude (briefing), Goldwell (briefing intro) - Custom Models: Bikerdude, Dragofer, Dram, Epifire, Grayman, Obsttorte - Custom Textures: Airship Ballet, Dmv88, Hugo Lobo - Custom Sounds: GigaGooga, Sephy, Shadow Sneaker, alanmcki, andre_onate, Deathscyp, dl-sounds.com, Dmv88, dwoboyle, eugensid90, gzmo, lucasduff, mistersherlock, qubodup, randommynd, richerlandtv, sfx4animation, Speedenza - Betatesting: Amadeus, ate0ate, Biene, Bluerat, CambridgeSpy, Cardia, Dragofer, Garrett(Monolyth-42), JoeBarnin, Kingsal, Krilmar, ManzanitaCrow, MikeA, Noodles, S1lverwolf, s.urfer Download Note: this mission requires TDM 2.08, which is now available for download. Please be aware that old saved games will no longer work after you upgrade to 2.08's release build. Note: it’s highly recommended to run this mission using the 64-bit client (TheDarkModx64.exe), since there've been frequent reports the mission won't load on the 32-bit client (TheDarkMod.exe). Both are found in the same folder. The mission is available from the ingame downloader. In addition to that, here are some more mirrors, as well as the official screenshots for anybody uploading this mission to a FM database: Mission: Google Drive / OneDrive Mission (v1.1, slimmed down version for 32-bit clients): Google Drive / OneDrive Official Screenshots: Google Drive / OneDrive Hi-Res Map: Imgur Links Secret loot & areas walkthrough by @Lzocast
    5 points
  2. TDM 2.08 Released! We are proud to announce the release of The Dark Mod 2.08! Long in development, many fixes related to Multi-Core, Uncapped FPS, and the 64-bit migration are now available. TDM 2.08 goes further with the process to modernize coding standards in TDM, replacing legacy OpenGL functions and ARB Assembly shaders with modern techniques. Mappers will be pleased to see many new quality assets as well as enhancements to rain, fog, skylight, AIs and visportal diagnostics. For the eye-candy crowd, new Bloom, 64-bit color mode, and SSAO options have been added! For Linux users, the project can now be compiled via CMake. A full changelog can be viewed here, but some highlights include: Better Visuals: Cabalistic has finally added the much requested SSAO feature to TDM. Using a method called Scalable Ambient Obscurance, now areas with flat ambient lighting come alive with new detail! He’s also implemented a new Bloom method, and brightness and gamma will no longer interfere with desktop brightness. Better AI: Grayman has refined the AI yet again, for instance ensuring that sitting and lying aren't thwarted by obstacles. Better Gameplay: The player’s ability to move and interact with the environment has been improved thanks to fixes to mantling as well as climbing ropes and ladders. Ragdolls are easier to handle and shouldering them is accompanied by an animation. Better Mapping: The mapper’s toolkit has seen several enhancements. A new X-ray surface and new spectrum spawnargs modify how objects are perceived. Rain is much less taxing and uses static collision detection to limit its fall. New visportal diagnostics make it easier than ever to track down notorious internal leaks. Better Performance: The dev team has as always been hard at work making improvements to performance and laying the groundwork for even more improvements in the future. Multi-Core’s stability has been enhanced and is no longer listed as an “Experimental” setting. New Assets: Many quality textures and models were added by both Team members and community contributors. Especially of note is the inclusion of Kingsal’s manbeasts and Springheel’s new zombies, and expect to catch glimpses of the werebeast. If you are a mission author, please take a look here. New Sounds: The player’s movement is now accompanied by new sounds when mantling, swimming and sliding down ropes and ladders. To update, simply run the tdm_update.exe file in your darkmod folder. Please be aware that old saved games will not be compatible with 2.08, so finish any missions you might be in the middle of first!
    5 points
  3. Wow - my dearest congrats on releasing this what seems to be a really huge project. Respect for bringing this to the finish line. I can't wait to play this - great work everyone!
    2 points
  4. Congratulations! I had a lot of fun beta testing this mission. You guys are in for a treat!
    2 points
  5. You'd want to add 2 extra responses to the flame: one towards water and one towards fire, both have effects to trigger the trigger_hurt, deactivate the response to their own element and activate the response to the other element. And let the response to fire start inactive at map start. If that doesn't work you may need to change the effects to call a script.
    1 point
  6. about playing TDM in a webbrowser (using d3wasm), see our opinions at:
    1 point
  7. Thanks for all the congratulatory messages! @Apiai a new direct download link has been added to the bottom of the release post to a version that should run on the 32-bit client. One or the other fairly expensive area has been removed from that version, but otherwise it should be identical. Please let us know if it works.
    1 point
  8. thx for your fast answers. I've tried them and also looked through the other blackscreen problems in the forum. The drivers should have the latest update now, I also deleted the darkmod.cfg and the rest. But the result is still the same. Luckily I still have the backup of version 2.07 And that's what's written in the Darkmod.log: [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 374):INI (INIT) FR: 0] LogFile created at 2020.07.02 14:22:03 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 377):INI (INIT) FR: 0] Executable last cleaned and rebuilt on Jun 17 2020 12:14:45 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 380):INI (INIT) FR: 0] The Dark Mod 2.08/32, code revision 8771 (1435:8771) [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogBegin: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogEnd: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogInfo: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogDebug: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogWarning: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 426):FRC (FORCE) FR: 0] LogError: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FRAME: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_SYSTEM: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MISC: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FROBBING: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_AI: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_SOUND: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_FUNCTION: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_ENTITY: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_INVENTORY: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_LIGHT: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_WEAPON: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MATH: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MOVEMENT: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_STIM_RESPONSE: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_OBJECTIVES: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_DIFFICULTY: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_CONVERSATION: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_MAINMENU: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_LOCKPICK: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_AAS: 0 [g:\thedarkmod\darkmod_src\game\darkmodglobals.cpp ( 436):FRC (FORCE) FR: 0] LogClass_STATE: 0
    1 point
  9. In general, if you update your TDM version, delete everything but .pk4 files and fms folder. This way your download should be fairly small and you'll make sure there are no broken dependencies in your setup.
    1 point
  10. There should be a "TheDarkModx64.exe" file in your darkmod directory too.
    1 point
  11. .....well that was unexpected.
    1 point
  12. Are you using the 64-bit executable? Please post your Darkmod.cfg
    1 point
  13. EDIT: same post of jaxa, LOL!
    1 point
  14. https://www.phoronix.com/scan.php?page=news_item&px=The-Dark-Mod-2.08-Released
    1 point
  15. for old textures and the retro feel, prefer thief 2. but i love to see and play old missions for TDM 1.0 (or older) in 2.08 and future versions. . see another topic about downsizing textures for a retro look.
    1 point
  16. So happy to finally see this released. Tons of hard work was put into this by tons of people, ya'll are gonna be in for a treat with this one
    1 point
  17. As soon as fucking possible hahahaha No seriously, it's been like 3 months and 8 beta test phases. Time to push this child out into the world!
    1 point
  18. Congratulations to the team, especially Bikerdude. Looking forward to playing this one.
    1 point
  19. Wow, that's quite a surprise. I was hoping to get my mission rolled out to help out with this beta a bit before release, but you beat me to it! Congrats to the entire team! Will definitely have to play the final version of this!
    1 point
  20. Congratulations! What a surprise. I am looking forward to see what has become of this. Thanks to everyone involved in getting this done.
    1 point
  21. Let me be the first to congratulate on this tremendous personal and community achievement
    1 point
  22. I discovered for myself some great html5 features of our webbrowsers, like viewing 3d generated environments with google maps and running old dosgames. (see other topics in offtopic forum) For the ones who doesnt know it, Its also possible to run Doom 3 in your browser: project page: http://www.continuation-labs.com/projects/d3wasm/ Sourcecode: https://github.com/gabrielcuvillier/d3wasm Demo: https://wasm.continuation-labs.com/d3demo/ (pro-tip: run the demo in google chrome/chromium) For a easy demonstration of our beloved game on cross platforms, how about running TDM in the webbrowser? (and stream the data files from a tdm mirror server)
    1 point
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