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

  1. Hello! I sat and read a book and felt an urge to map/play TDM, so I went to the computer and started up the mod and saw that my current version was out of date. I haven't mapped (seriously) for some years but I see now that you've released 2.08! It makes me really glad and brings tears to my eyes that the dev team still cranks out exellent content! I must bend away my thoughts and thinking of "I cannot make anything useful..." and try to make another mission! In other words, Fieldmedic is not dead, I'm trying (again) to take up mapping! Cheers!
    7 points
  2. 4 points
  3. 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
  4. In the wiki, there is talk about a "potential" lore creature called Strigis, a mixture between the European Striga and the Mexican Owl Woman from the description. Would this be a species proper or another example of transformed human like Werebeasts?
    1 point
  5. 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.
    1 point
  6. Looking forward to whatever you cook-up!
    1 point
  7. So I just remembered Duke Nukem 3D had two incredibly offsetting levels, Tier Drops and more specifically Lunatic Fringe, that used non-euclidean space to mess with the player and now I'm wondering if that's actually something feasible to do in the Dark Mod? Nothing like 720 degree circles and multi-room spaces to scream "Lovecraftian", I would think.
    1 point
  8. Dragofer, I completely understand what you're saying. I've dealt with problems that fit this profile before, it is most assuredly a work of gigantic proportion and has myriad complexities to consider. And I love what everyone did to build this wonderful map and write these delightful missions. One thing that can be done to make things easier is modularization of the textures. The architecture throughout the game follows a similar style, so that is not something to be too concerned about in a build. So if the map is laid out by what will be natural or planned city growth, then it's mainly just selecting what textures to place on roads and facades of buildings that will fit an area's theme. I believe the routes through the city are fine, it just gets a little disorienting for the above mentioned reason. I played for most a day and night (much to my wife's dismay), and I really enjoyed running around and exploring. I even took the targeting off for a while just so I could bebop around and have fun without Builder interference. Some of it reminded me of the Dragon Temple near Nakon Pathom and the Golden Mountain in Bangkok. (If you ever want inspiration for something to build with verticals and unique subterranes, look at some of the Buddhist temples in Thailand.)
    1 point
  9. 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.
    1 point
  10. I think this is the bug: the number should increase to 1. The problem happens in idAI::PerformVisualScan: if ( !canWalkToPlayer || ((m_LastSight - physicsObj.GetOrigin()).LengthFast()*s_DOOM_TO_METERS ) <= cv_ai_sight_combat_cutoff.GetFloat() ) { SetEnemy(player); // set flag that tells UpDateEnemyPosition() to NOT count this instance of player // visibility in the mission data m_ignorePlayer = true; // grayman #3063 - don't count this instance for mission statistics (defer until Combat state begins) } else // player is too far away, but AI will continue to move because he can walk to the player { newAlertLevel = thresh_5 - 0.1; alertInc = newAlertLevel - AI_AlertLevel; } The flag m_ignorePlayer says to not increase the number right now. It is intended that it would be increased later, but it seems that for non-combat AI this "later" never happens. I have created an issue 5286 for this.
    1 point
  11. I think the best solution to the elevator bug is monster clip it off so they can't use it. I know you want them to use it, but at least it won't break levels. Another problem I find with two guards just spinning. I'm still playing this after 5 hours and still nowhere near complete but loving it.
    1 point
  12. 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!)
    1 point
  13. Beautiful work Goldwell!! Only you can make rain look oh so good
    1 point
  14. 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
  15. 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
  16. We're all praying for you man, get well soon!
    1 point
  17. Hidden teleports do this, and we can do that. It's mostly a matter of careful map design with the teleports.
    1 point
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