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Showing content with the highest reputation on 07/06/20 in Posts

  1. Let's not go overboard. It's nice if the mod gets a mention in the gaming press, but that isn't a reason to bow down and kiss the feet of the media. That sort of thing is likely to alienate some of the potential playerbase (they will perceive it as "media whoring", "selling out" etc). Of course there's nothing wrong with engaging with their community in a friendly (and non-spammy way), helping people with installation issues or particular missions. But I wouldn't vote for blatant marketing-related things like putting commercial banners in the game.
    3 points
  2. I always love the surprise when I stumble into a FM that I have done voicework for, because as a Certified Old Guy, I lose track of them... But some real joy in getting to play this gem! The graphics really take advantage of the latest version, and it is absolutely MASSIVE in scale! My chosen style is knock out everybody you can and get on to the MYSTERIES! I LOVE exploring, and man, this one gives a LOT to explore. I had expected it to be Just Another Mission, but the huge scope is wonderful... kudos to everyone who had a hand in this amazing FM! (And if you like my grieving husband character, check me out at www.everybodyandme.com , and keep me in mind for your own future missions. I have done a LOT of Dark Mod/Thief character work, and would love do donate some to your next project!)
    3 points
  3. 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
  4. Someone at PCGamer has noticed TDM and published it. He specifically mentions the new The Painters Wife mod. https://www.pcgamer.com/free-thief-like-game-the-dark-mod-updates-with-graphical-revamps/ Thought it was nice to see this.
    2 points
  5. This map is an exquisite smorgasbord of Thiefy goodness. I've been in two hours and I haven't even considered the main quest yet.
    2 points
  6. Seems like what's one's life project can light many lives, too! Congrats to all involved, I'm sure you put all of yourselves into this project. I've just found this mission and...even after the intro and MAP - are you kiddin' me? An FM? It's a whole new game! WOW! Thanks a lot, I feel like discovering the entire chocolate manufacture just for me My preciousss...
    2 points
  7. The new rain in 2.08 is so fucking awesome!
    2 points
  8. How about a main forum topic for "TDM in the news", where a pinned thread for PCGamer could exist alongside other threads for media coverage?
    1 point
  9. How about setting this screen resolution in darkmod.cfg? I dont have a big screen to test it.
    1 point
  10. I have prepared some sort of alternative. But it makes sense only if you want to install TDM from scratch, i.e. you have no TDM installation on your machine yet. Here are instructions to install TDM 2.08 from another server: Make directory somewhere, where you can easily write files, e.g. C:\Games\TheDarkMod. Download archive by this link and unpack files from it to the directory. Now run the curl_install_tdm208.cmd batch file. Wait for it to download all the stuff. Unpack all files with .zip archives: tdm_shared_stuff.zip, tdm_update_win.zip, and tdm_update_linux.zip Delete the file curl_install_tdm208.cmd to ensure that you won't run it again accidentally. You are ready to play now! Basically, it uses the famous curl tool (built for Windows) to download all the files one by one. The files are downloaded from CDN endpoint, so it should be relatively fast. It took me 15 minutes to download the whole TDM 2.08. Also, with some technical skills, you can extract direct links to all the files from script and put them to some other software. Note that it is still HTTP, not a torrent
    1 point
  11. Both look and feel very heavy-handed IMO. And I didn't find any logo, sticker, etc. that would look natural in TDM world, this would need to be more of a creative hint or playful reference. In any case, you can always give a shout out to them in the mission readme or credits.
    1 point
  12. That's True. But as banners for magazine in the game, like they did in hl-mod they hunger. (we can easily do this) For example, see this video at at 00:12, some pcgamemagazines at 02:22, pcgame title on wagon etc.
    1 point
  13. For downloading missions, i reccomend arcatera to download the missions outside TDM game, using another download mirror. You can find multiple download locations at info page of a mission, at the mission list on our website. (for arcatera problem: use a external download manager. I like to use FDM)
    1 point
  14. Dont use my installer to speed up TDM downloads using the updater, because it doesnt download the game-files. The TDM installer just creates the gamefolder, uninstaller, shortcuts, set permissions and then download the necessary files to start the the TDM updater to download the game-files. My answer to Arcatera problem is to download the game-files from other mirrors. By selecting another download mirror that the updater uses, by changing code lines in file tdm_mirrors.txt. (by commenting out some lines, by putting "#" before the lines) (mirror.helium.in-berlin.de is to me the fastest mirror) Or by downloading manually TDM from one of the mirrors of Moddb. (download 2.07 standalone and 2.08 update package)
    1 point
  15. No worries I’m glad that it helped in such a big way!
    1 point
  16. Thanks again for the good tips. Don't think I learned that much about making TDM more performant than today. Someone should really sticky this, especially the thing with the AA, it really worked wonders (just tried Briarwood Manor, and, apart from someplaces, I always had 60 frames plus). And, yeah, I use stencil shadows. Maps do have a big impact as you say. Regarding the power plans: Nope, I always run the balanced plan. Sometimes when I'm doing music with software synthesizers, I switch to the high performance plan, which is necessary to avoid audio drop outs when there's a lot of CPU load.
    1 point
  17. Drats! that's been a problematic bug for a while, I thought we had solved it. Oh well
    1 point
  18. Seconded. This is something that was present in 2.07 and something I intend on tweaking when I release an update for this FM (soonish).
    1 point
  19. Depends on which soft shadows we're talking about. Shadow maps are really expensive, and that + soft shadows is a framerate killer. But stencil shadows + soft shadows quality set to low should produce decent results without affecting framerate too much. In worst case you'll have to set it to off. AA is definitely a killer, AO needs like 10-15% of your performance too. Since you have gtx 1060 you probably don't need to change Anisotropic Filtering, but I've seen pretty big performance boost on older cards when going from x16 to x4, especially when there are many high res materials used. Edit: as AH mentioned, CPU may limit performance of your GPU, but it's also the low-speed ram. Resolution is a big factor too, e.g. switching to 1440p will affect performance substantially, even with current assets and textures. And last but not least, do you have your Power profile set to something like Power Saver? I did that to my PC not so long ago, and I had slowdowns in TDM, even with a pretty good rig. That applies both to laptops and desktop PCs.
    1 point
  20. Congratulations on putting together this epic-scale map with some interesting and frustratingly, fun missions. I can tell a lot of work went into it from many different people. I enjoyed the main storyline, the idea of the player being more than just a simple thief. And how you can choose the method of exacting revenge on the villain makes it more than just a Mario World level —collect coins, free the princess... Oops! She's in another castle. And as much as I enjoyed the missions, I do feel the need to share my critic of the map. Humans build cities based on a geometry for planned growth or asymmetrically for natural growth. This map uses neither and is difficult to navigate. All the buildings have near identical exteriors in the dim light, there are no landmarks to reference. And the street signs are dark placards sitting in the dark, of limited use on the ground, but definitely not helpful if you've gone vertical. Another issue with the mapping is that, because of the hodgepodge of structures, there are many areas where you can literally walk on air (Hill Street is a good example), or get pushed sideways during a jump by an invisible wall. The latter is a feature found throughout the map. I have no suggestions on how to fix this other than through a walkthrough in Dark Radiant. But about the layout of the city, I do have a suggestion. It's based on my past work within government public works. And I give it as advice, to be regarded or disregarded —not for me to be a know-it-all or an attacker. I know a ton of work went into this project. Any building that was constructed by the government, a church, or wealthier faction should be part of a geometry. It can be part of a grid —polar or Cartesian— a militant triangle, star, diamond, etc. (as long as it's pointy), or your choice of polygon. Poorer areas, or places where the sprawl has grown with the city's population, are normally going to be like tree branches or rivers. The passageways flow around larger buildings (connecting to but not overpowering geometric ones) and natural formations. So for this map, the area around the church, the clock tower, and all major buildings housing the wealthy or government services (electrical and water centers) should be on a geometric pattern. This includes the verticals. The pipes and lines should radiate out in the same pattern as the ground-level roads. The "sprawl" is not random. There is a pattern to how sprawls develop, and often it grows like a tree. main branch of traffic forms, and the smaller branches bud out after that. If the sprawl is growing out of decay, the original large structures will look more like rocks in a river if you take a bird's-eye view. In areas where geometrical growth meets asymmetrical growth, in a newer city (only a couple hundred years old) you often find its a no-man's zone. There's not really any established business or housing from either side that seems to be permanent. It's in flux. Older cities will still maintain the line, but there is a mix of well and poorly funded architecture. Two of the biggies for navigation are the facades and the roads. In an area around a well-funded, high-profile project such as a church, the church will decide the look of the area. If its design is sedate and dark, many of the major structures in the neighborhood will to reflect that. And the road, which is normally funded by the builder, will be uniform in that area and wider than those found elsewhere. So around our theoretical church, that's in an older city, the buildings should show signs of having started out from the same designer. The roads should all be the same material and wide enough for high traffic or parades. A more recently built clock tower nearby our church will have it's own sycophantic buildings, but in better condition, and its own unique, wide pavements. If the structures' properties meet, then there is a distinct border. More often than not though, there is an intermediate section of sprawl that connects the two areas. Where sprawl sits closely between two properties, it leans more towards one design or the other. This is not really important for smaller maps. Smaller maps are tiny sections of larger geometry or asymmetric growth and can be treated independently. There are fewer high-level patterns to consider, and the above topics won't affect a player's run. But on a large map such as this one, consideration to city planning and growth can drastically increase a player's ability to navigate. One last note. This advice is given based the growth of a city considering material wealth only. Vying political factions and wars will change the footprint of various parts of a city in different ways than I described above. Asymmetric and geometric patterns will still arise, but density and direction will be different.
    1 point
  21. 2.08 contains a lot of the technical prep work that makes the improvements in 2.09 possible in the first place Also, the improvements in 2.09 require scenes that are CPU bound. If they aren't you won't see much of an impact.
    1 point
  22. Congrats guys! This thing is one beast of mission and well worth the time. Lots of incredible scenery and just an enormous amount of exploration. Not too mention some unbelievable secrets.
    1 point
  23. Finally completed my first full run through, highest difficulty, non-lethal ending to main quest and loot count 5535 04/07/2020 UPDATED 06/07/2020 with new bugs and Hidden Loot locations now found UPDATED 07/07/2020 with clearer instructions on how to discover and complete various side quest objectives and events UPDATED 14/07/2020 Hidden Loot List completed and map added, no further guide info to add Side Quests/Events found and Completed; 13 Hidden Loot Locations Hidden Loot Locations Marked on Map (Provided by Dragofer) Compiled bug list found so far; Phew, this has been a hell of a ride. I'll keep combing the streets for those elusive Hidden Loots and hopefully have a definitive guide to the events and secrets posted up here soon enough. Once again folks, sterling work.
    1 point
  24. Thank you for your hints! Yes, sound is okay in the 32-bit version of the game. I played the Snowed Inn for a couple of minutes without trouble. When starting the 64-bit version, the game runs without any sound, neither in the menu, nor in the mission. I captured the two log files and attached a comparison picture of them (32-bit on the left, 64-bit on the right. The differences are highlighted).
    1 point
  25. As for the lockpick highlight, you were right. It returned in a much more ugly yellow blob with no different colors! As for the double lockpick sound, I'm no coder. If this needs compiling and stuff, somebody else needs to do it ;)...
    1 point
  26. I think this problem will return to you, to all of you If you are willing to look at the code, it is most likely in BinaryFrobMover.cpp.
    1 point
  27. Weird! Yesterday it was fine again though in another mission. Any hint on where to look for the duplicate lockpicking fail sound?
    1 point
  28. I gave that a try, and it didn't work. The reason: the flame already has a response to water (and fire) in its base class, and those inherited responses already do the appropriate deactivation. So adding a response of the same type doesn't work, since that type was deactivated by the existing response. However, there is a solution, and it's pretty simple. The existing (inherited) responses on flames call script functions (response_extinguish and response_ignite) in tdm_lights.script. Those methods both activate all of the targets on the flame. So all I have to do is set this spawnarg on the flame: "target" "trigger_hurt_1" (or whatever my trigger_hurt entity is called). That toggles the trigger_hurt off/on as appropriate. Easy peasy.
    1 point
  29. 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
  30. No, this shader is only needed by an experimental feature, and even if it were enabled (which it is not if the Darkmod.cfg file was deleted), it would only affect actual ingame rendering, not the menu.
    1 point
  31. There should be a "TheDarkModx64.exe" file in your darkmod directory too.
    1 point
  32. 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
  33. 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
  34. Let me be the first to congratulate on this tremendous personal and community achievement
    1 point
  35. Yes, or on a Bookback, bookcover, bannercloth, etc. Ask a texture creator and a mapper.
    0 points
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