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Showing content with the highest reputation on 07/03/20 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
    2 points
  2. Here's a blue version of the elemental, to better befit environments with a cooler colour palette. The download link has been added to the front page, and is slated for inclusion in 2.09.
    2 points
  3. Yes as I said, this is very oooold now I know what you mean - however I wouldn't throw the current art style over board completely for the sake of simplicity. People who got used to it, would be not happy. Few clicks possible, I'm totally with you. Is there any documentation about what you mean? I never heard of this feature EDIT: I tried this ingame. The game will freeze, a GUI Editor opens with nothing to see and my mouse cursor disappears
    2 points
  4. Some features I think it'd be cool to see are collective stealth score stats on the score screen and a fully animated werebeast. I'd like to see an ambitious campaign that presents something like a canon story for the mod, like introducing the major areas and factions and backstory. My pipedreams are multiplayer and maybe a physics rehaul. I'd also love to see a cyberpunk fork, but you can't really call that a feature. I think every single thing I mentioned, sans the werebeast, is more appropriate for people outside the core team to work on. So my expectations aren't that high. But it'd be great to see them if they come.
    2 points
  5. I'm not sure what you are talking about. Rendering in browser lags behind desktop rendering in terms of features by several years. Until WebGL 2.0 came out, I estimated the difference to be about 10 years. Moreover, even if someone managed to build working TDM for browser, working with it would be a major pain for programmers (less/worse tools, more problems, everything is slow, etc). Just forget about browser, it is completely pointless.
    2 points
  6. Mission Name: A Night Of Loot: One Man's Treasure Author: OGDA Build time: 1 month Version: 1.00 Released: 13.06.2020 Type: Shop/House Size: Small Completion time: 30 to 45 minutes Difficulty settings: Higher difficulties require you to find more loot. Story: The thief discovers a tiny antique shop in the city. Download: FM: https://das-kartell.org/files/tdm/anol.pk4 Installation / Storage location should be: [dark mod folder]\fms\anol\anol.pk4 Promotional Screenshots: https://das-kartell.org/files/tdm/anol1.jpg https://das-kartell.org/files/tdm/anol2.jpg https://das-kartell.org/files/tdm/anol3.jpg Trivia: This is my first FM. I've been toying with dark radiant for some time before, but wanted to get something out, so I kept it small. CREDITS go to: Sotha for his Bakery Job Tutorials and Inspiration Acolytesix, Bienie, Cambridge Spy, joebarnin, manzanita-crow and nbohr1more for beta testing and help with improvements Link to the original beta test thread: Warning, heavy spoilers!
    1 point
  7. Maybe this has already been discussed in the beta thread, but I haven't followed that closely and while updating my UP for 2.08 I noticed: - The lockpick working overlay starts off yellow now instead of green, is this intended? - If you successfully pick a lock, I think I hear the failed sound with the successful one. - Clearing the downloaded missions is still broken, like if you download a mission it will still be shown in the list and if you download all new missions, you get an ugly overlay of mission names over "No new mission packages available for download".
    1 point
  8. UPDATED 23:50 03/07/2020 TO THINGS RAISED IN THIS BELOW (BUG CATCHING UPDATED/LOCATION HUNT UPDATED/MAP MARKERS UPDATED) My first impressions on seeing the preview screenshots were "Bloody hell, that's a lot of verticality, this is going to be fun" as some of my favourite aspects of Thief 3 were the downtime exploring the hub city and the rooftops etc. Load in and hit M to get an idea what I'm looking at, expecting a few streets and some rooftops/windows/shops to peak inside on my way to the manor and ooooooooh boy. Whole city block and more to look go around. And that's where like one of the other folks mentioned I started to get overwhelmed in both the positive and negative sense of the word. Neither of the shops mentioned in the prologue are marked [they are, the font is just tiny and not hand written like the contact's apartment so playing on a tv across the room as I do could not see the shop labels without walking across the room and peering at the map more closely] which fine doesn't take a genius to figure out the weapons shop is going to be in or near the place marked as the manufacturing area, but the apothecary I only found after blindly wandering around the sewers for hours trying different passages trying to locate the that various notes and books keep referencing (which I still haven't been able to locate any sign of as of yet though there are several perma-blocked doors in the sewers and a ladder/gate near them I can't locate a key for as of yet) yet our contact's apartment which has nothing in it seemingly is marked? At this point I've only covered the upper portion of the map as far down as St Andrew's and Bridge St as like others have said there is just so much content to explore I would say that what I've done so far, several hours of exploration and side content does make the whole thing feel a bit... unfocused or more accurately the more I've thought about it like you chaps have created what honestly could be a hub world/location for a legitimate full game. I could easily see myself heading off to different areas with specific missions given and encountering all these hidden nooks and side objectives along the way with the drive of the main directive keeping me moving in one direction to prevent a cascade of discoveries or meandering that swallows the main goal. Wouldn't be anything to stop anyone that wanted to wander the entire city combing it for every optional challenge, story or goodie of course, just add a little structure for those of us that like that in their experience. This could be achieved with a tweak to the current objectives; Don't get me wrong this is an amazing piece of work, just my opinion on how it could be more digestible as I find I have to keep turning the game off to take a breather from the array of things all going on at once. Bug Catching; That's everything for now and I will definitely be finishing this and hopefully have more to add at a later date. Once again overall damn fine work gents.
    1 point
  9. Small update: - The yellow lockpick overlay must have been connected to the mission that I played. It was gone today... - The fail lockpicking sound is played at the end of any lockpicking attempt, so if you fail you hear it twice!
    1 point
  10. @Dragofer can you grace the TTLG folk with a thread? ( www.ttlg.com/forums )?
    1 point
  11. okay, take your time. that's the new qconsole.log qconsole.log
    1 point
  12. Oh this is wonderful map. Such a great treat to be given such a large sprawling map full of verticality. Love it. Congratulations on all who participated. Very well done!
    1 point
  13. It's going slow, but steady. Since Valve finally published on OpenXR runtime, I decided that I would go the OpenXR route for the new VR version, which I think makes the most sense. Unfortunately OpenXR is, like every Khronos API before it, an absolute pain to use, particularly compared to the simplicity that is OpenVR. So it's taking longer to learn and implement
    1 point
  14. Before you do that might I again mention a GUI issue here that annoys me since several TDM versions and wasn't fixed yet: Clearing the downloaded missions list is broken, like if you download a new mission it will still be shown in the original list after you downloaded it and if you download all new missions, you get an ugly overlay of all those mission names still visible over "No new mission packages available for download". While it's great to see TDM use better and faster shaders, it seems to me nobody really cares about the GUI in comparison.
    1 point
  15. Yes you're right. Yea let's put this to another topic
    1 point
  16. Phew that's a lot of coding stuff I really don't have a clue about (seems like you build the elements in notepad completely). I can try, so thank you for the tutorials, but I can't promise anything really
    1 point
  17. I already created some mockups, but that's years ago already and I don't have had the knowledge of actually coding / implementing them.
    1 point
  18. Also from me a big thank you to all who have contributed to this new version of TDM. Thank you for making TDM even better with these fixes and features! I really enjoy it still after all these (over 10?) years and that's really something that doesn't happen that often. Good work!
    1 point
  19. Just wanted to congratulate the ones involved in this new update. Looks awesome! In a game with so much dark areas, some form of occlusion lighting was a much needed feature to make geometry in the dark more readable and attractive.
    1 point
  20. Thanks! First, try setting these to 0 seta r_useFenceSync "0" r_useBaseVertex "0" r_usePersistentMapping "0" Next try different values for: r_glCoreProfile "2"
    1 point
  21. Also, for some reason it often helps to delete darkmod.cfg after an update, so that you get a new one when you next start TDM. Worth keeping a backup of it in case that doesn't fix the black screen.
    1 point
  22. 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!
    1 point
  23. This is how I've gotten door locking to work, using scripting. Write a script function that locks the door, something like void lockMyDoor() { $myDoor.Lock(); } where 'myDoor' is the name of your door entity. Then on your atdm:target_call_scriptfunction you need a spawnarg "call" "lockMyDoor" (I've always used lowercase "call"). Edit - fixed typo in the spawnarg
    1 point
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