Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 07/27/20 in all areas

  1. Hi there, I picked up blender a week ago(having a little bit of experience with modelling in the past) and I am trying to recreate a building from my home town. [EDIT UPDATE SCREENSHOT] I wouldn't mind some tips on keeping clean topology like straight lines and stuff like this... It actually drives me nuts. [EDIT] Also I am still thinking how to deal with the lower level brick sculpting, would love some suggestions. Also congrats on the updates, I haven't been here for years but you guys really haven't been just sitting on your asses all this time Really nice to see all that.
    2 points
  2. Question: Thanks in advance Man, this is such a huge mission!
    2 points
  3. Just completed this, it was amazing. I particularly love the soundtrack work in this series, and am still impressed you managed to find suitable uses for the M1 Pole preset. I've also enjoyed the slipping in of contemporary lyrics and musicians. A possible bug is that one of the undead in the crypt was apparently flagged as a regular NPC. When I took him out with a fire arrow, the game ended because I had committed murder. I think he was also immune to holy water, but I didn't last long enough to find out for certain. EDIT: Oh, yeah also
    2 points
  4. As a fashionably late entrant to the Halloween Speedbuild contest, here's a map co-authored with Kyyrma (so give him karma too)! Screenshots Title: Exhumed Theme: Haunt Release: 2014/11/04 Mappers: Kyyrma & Airship Ballet Special thanks: Melan for his textures and Kevin MacLeod for the music Exhumed was built from the ground up in exactly two weeks. It takes inspiration from our native home of Finland, so expect a lot snow, darkness and general misery. Given the short build time the map might still be a little rough around the edges. Bearing that in mind, all comments and feedback are welcomed. We hope this speedbuild will inspire other mappers to try and create content in a short time. It turns out you don't need that long to make a serviceable FM! Happy sneaking and a spooky Halloween to everyone! Download links The mission is available via the in-game downloader. By the way, if you want to find a secret just take a slow match to the graveyard.
    1 point
  5. Hidden Hands: The Lost Citadel ============================================================== Title: Hidden Hands: The Lost Citadel Filename : hhtlc.pk4 Authors: Jack Farmer with Amadeus & Joebarnin Date of release: 18.09.2020 Latest version: 5 (released June 2021) EFX: Yes ============================================================== Hidden Hands series: I - Initiation II - Vitalic Fever III - The Lost Citadel ============================================================== Available via the Dark Mod Mission Downloader (Version 4) ============================================================== Jack Farmer: Mapping & drafts Amadeus: Editing and revising of all texts for readables, narration and dialogues, testing of gameplay and gameplay mechanics, all alpha testing & performance optimization joebarnin: Beta testing lead, debugging and debugging reports Beta testers: Krilmar Joebarnin Cambridge Spy manzanita-crow Shadow Voice actors: New Horizon: The educated Builder & Brother Gilbert (Briefing video) Goldchocobo: The naive Builder, guard (A union of its own) Jedi_Wannabe: Two guards (Of monsters and master guards) AndrosTheOxen: Jonus, guard (A union of its own) Boy Lag: Guard (Evolution of the peasants) Malasdair: Narrator (Briefing video & in game comments) Special thanks to: - Springheel, Sotha, and Fidcal for the tutorials - VanishedOne, HMart, Destined, Grayman, Joebarnin, Dragofer, demagogue, AluminumHaste, STRUNK, Geep and ERH+ for patiently answering my questions and solving in-game issues - All voice actors & beta testers for their great support - All others not mentioned here who answered my questions in the Newbie thread or via PM Pilfered items: - Setup for the main menu animation originally developed by Goldwell for "Snowed Inn" - Portal sky with trees originally developed and arranged by Dragofer for "Down By The Riverside" - Selected cliff sections originally developed and arranged by Dragofer for "A Perilous Refuge" - The scary, red-eyed Builder ghosts that have been originally developed by Bienie for "Longhorn Lodge" - Floating boat set-up originally developed by Bikerdude for one of his missions Contributors from the Inventor's Guild: - STRUNK created a prefab (S.T.A.R.S) used for various puzzles and mechanical items, he also helped with models - Dragofer supplied the experimental func_mover entity (modified by STRUNK to fit the mission purposes) - Joebarnin provided the script alteration for the mechanical locks - Grayman adjusted the switch/door mechanics for all sliding doors and fixed several AI problems Additional ambient sounds by gigagooga All other new ambient tracks and sound effects produced and mixed by Jack Farmer Explosion sound taken from freesound.org produced by tommccann Drowning man sound taken from freesound.org produced by muses202 Engine room machine sound taken from freesound.org produced by Astounded Electric zap taken from freesound.org produced by Joel_Audio Briefing video by SirSmokeALot "Walk On Roses" (title screen reprise) RC Deickler - Drums & loops R. Recum - Keyboards gigagooga - Additional ambient outtakes This mission is dedicated to all past & present Dark Mod and Dark Radiant contributors - thank you for all of your hard work over the years. ============================================================= Listen to another crazy inventor and learn more about his sick brain! Marvel at the latest inventions from the Inventors Guild! Sneak through long forgotten ruins and face (yes. I know, once again) the unspeakable evil! Show the undead that the living are not to be trifled with! Solve puzzles the complexity of which would even melt the brains of Nobel Prize winners!
    1 point
  6. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
    1 point
  7. So I'm working on my next level. I'd like a female religous figure in he vein of the Virgin Mary, however I'd like it to remain within the lore of the game. Clearly the Virgin Mary isn't a part of the Builder lore, so I'm wondering, if any of you have come across any reference to a female related to the Builder religion.
    1 point
  8. It's perhaps the best Indiana Jones game and one of the best point and click adventure games. There are three different play styles player can choose from.
    1 point
  9. haha, that ship has sailed long ago, mein Freund
    1 point
  10. @tapewolf Together with @Jedi_Wannabe you have been the only one till now to mention that! ...you also have an M1 at home? As for the Books of the True Believers:
    1 point
  11. It turns out that in order to customize its look, I have to write my own instead. Then I will remove: "Show" dropdown Favorites New directory button Preview checkbox The only things that remain would be: File tree File input OK and Cancel buttons
    1 point
  12. And now sound is fixed... turned out the buffersize was way to low sadly i need to repack sources since i also updated openal and alut with openal-soft and freealut. Runs pretty well now actually
    1 point
  13. And updated sources to msvc 2017 https://sourceforge.net/projects/cbadvanced/files/penumbra overture/ get hpl1.7z from above link it contains the sources for HPL1 Penumbra and the OpenAL wrapper as well as all dependencies. You can build penumbra for testing the HPL1 engine (it works fine btw.). The tools also all build but are not linked in the main project file so have to be built seperatly.
    1 point
  14. Glad you're enjoying it! You can actually disable the deadzone by setting the cvar vr_decoupledMouseYawAngle to 0. You can also fully extend it to 180 degrees, I think - although without currently any other method to rotate the view, I don't think that would be playable
    1 point
  15. Yes, I think this makes a good deal of sense. Buying equipment in between missions isn't a must. Maybe a potential official campaign could use it a few times as a concept (some TDM mission series do it, if the package includes more than a single mission), but I don't think we should copy the Thief approach wholesale. Even Thief didn't have the shop menu before every single mission, if it made sense to omit it for the sake of the story. Never got to playing T2X, because every install .exe I've downloaded, ever, has never worked on my computer. Not on XP, not on 7, nothing. I never could get the install .exe itself to work, despite it being straight off the mod site. I still don't understand where people got T2X from. As for the total conversion itself, I liked what they did with it, it was a fine fanfic expansion to TMA. So much so that, if there were to be a Thief series or film, I'd have Zaya made a canon recurring character that shows up occassionally during the events of TMA. We might get some lady thief characters sooner or later, I'm part of a minor audio project to enable the creation of a potential female player character in TDM. Concerning the Keepers or the Hand Brotherhood, we already have the Mages and the Hermetic Order in Bridgeport, potentially other cities in the Empire and setting as well. The setting also has necromancers, but they're described as scattered, individual dabblers in arcane or forbidden magic, rather than some highly organized order of magic practitioners. To tell you the truth, I never fully got the appeal of "Ahhh, Thief needs to have loads of magic and mysticism...". They're good distractions, good extra material, but something seen as key to the setting ? Not so much, at least to me. And I say that as someone who regards the Keeper faction as his absolute favourite from the trilogy, so it's not me being a Negative Nelly about the Keepers. I just think that, like the Mechanists, the Keepers don't need a direct analogue in TDM. We're a Thief homage, not a wholesale plagiarising of Thief. LGS did the hard work over twenty years ago, we're doing our own thing and showing appreciation, but we shouldn't retread their ground. Certainly not in too similar a way, and not just for copyright reasons, but also creative reasons.
    1 point
  16. I've always found it amusing that a de facto interactive movie game, where the bad guys are either literal mushroom-zombies or your standard issue "tough post-apocalyptic survivors who 'did what it took to survive, rawr' and are now engaged in typical heartless post-apoc tough-guy buffoonery" villain types, is having any sort of pretentions to artistic and social profundity. Sure, games are art and all that, but a zombie game wouldn't be my first choice of game to search for this sort of profundity. Also, if someone is desperate enough to market their game by intentionally provoking potential controversies well in advance (poking the predictably behaving usual suspects, who go berserk at certain topics), then I'm afraid it might not be much of a game to begin with. TLoU no. 2 exists for a simple reason: The first game was quite popular, made a good deal of money, so they made another one. If you ask me, they didn't have that many places to go, considering the story of the first game (what I know of it), but they did it anyway, because it pays the bills and publishers care about banknotes first, good reviews second, and artistic integrity... maybe somewhere at place 412th. Kojima's Death Stranding, as silly and pretentious and goofily creative as it was, felt to me a bit closer to actually examining the negative and positive impulses that tend to guide human beings, for better or worse, than the Last of Us' n-millionth examination of the "Hey, zombies appeared, the world has gone to crap, and aren't humans now uniformly horrible and selfish, even if it's illogical ?" idea. Death Stranding felt like it has something more to say about humans and their complexities than the rote old messages paying lipservice to Thomas Hobbes. Ironically, DS has the far darker, far more insane setting, and it still felt like it's telling a more interesting story about loss, suffering, the lies we potentially tell ourselves, and the divisions and misunderstandings we create, or how we become prisoners to our own egos (if we're not careful). Creepy setting with some off-beat, rather silly worldbuilding, but I felt the game's narrative had its heart in the right place in a lot of both serious and amusing ways. I can respect that, even without thinking the game's some masterpiece. In contrast, zombies and post-apocalyptic assholery has been done to death, especially in the last decade alone. That alone makes this IMHO forced sequel to an okay but not really exceptional game feel already... well, dated. At least Death Stranding, somewhat like Thief, encourages you to avoid violence and killing if you can, rather than reward it. If all TLoU does to examine human frailty, physical, emotional and mental, in a world riven by catastrophe, is to have players smashing heads in, "making tough decisions who to kill or not kill" and then contemplating its navel about human nature, it doesn't really bring much new to the table. Every single zombie-themed game or work has done that, a million times over. It's almost as clichéd in games and other works as "you're a muscle-bound, grizzled space marine, so tough you shave yourself with a blowtorch, go kick alien/demon/evil corporation ass" being the basis for the whole premise and plot. It just... isn't novel. Not even in a reinvented way. If TLoU didn't have mushroom-zombies as its one claim to originality, then it would be basically like any other zombie work where the undead have collapsed the entirety of society and now everyone's an asshole to each other, because God forbid humans would actually think and cooperate, rather than try to murder each other for silly and petty reasons 100 % of the time. The whole "crazy nihilist warlords who stifle any attempt at rebuilding civilization and bringing human decency" plotting is as clichéd an idea as zombies, space marines, "tough moral choices" (that aren't, or are only false dichotomies), and I could go on. Yeah, there's nothing new under the sun, even Thief pilfered from film noir, Fafhrd and the Grey Mouser, The Name of the Rose, Thieves' World, and who knows what else, but there's more to making an original game or other artistic work, than just changing a few details, adding pointless trends ("press this to crack open a defenceless person's skull while doing overblown moves; press this to have characters lecture you with wannabe edgy profundity for over fifteen minutes straight, in a blandly staged cutscene") and throwing huge production values at everything. Inevitably, many of these will feel dated sooner or later. Any well-written game will leave you with something interesting to think about not because it told you "Here comes the profound bit, pay attention !", but because it executed its storytelling both verbally and non-verbally (visually, through audio, written content, etc.) in such a manner that it left you with stuff to ponder. Even if it didn't give you all the answers, but it also didn't chicken out by not giving you any either. We want a good game script/story to stimulate us in ways that might be uncomfortable and unusual, but not necessarily cynical and trite, and that have some added value, including in things like humour and levity. I think a lot of the most artistically accomplished games actually don't shy away from humour. Smart, maybe even cute humour, rather than the "I'm an edgy cynic who uses edgy ironic statements" school of thought. I could write hours upon hours on these topics, but I'll cut it short here. You know, with all this silliness around TLoU 2 and other zombie games and post-apocalyptic games, I'm tempted to write a script for a little indie adventure game with a more introspective story. The world is back to normal, but there was some standard issue zombie catastrophe a few years back. In it, your main character (either a guy or a lady, depends on the player's choice) was forced to fight and then kill a friend they really liked, because whatever caused things to go bananas and turn people into ISO standard zombies also affected their friend. They grappled with trying to just defend themselves, tried to capture their friend, then get help and find ways on how to save him or her. They didn't want to kill a good friend, as any decent human wouldn't want to, even if they had the impression their friend might be beyond help at that point. Unfortunately, something happened, the friend got lose, the protagonist was forced to kill them. The friend was killed, but rather than go "Yeah ! Got another one !", the protagonist understandably mourned that they've lost a good friend to such horrible circumstances. The vast majority of the game is set in the present, there's no zombie-killing, scavenging for resources, nothing. The world has gone back to normal, society's generally like before the mysterious catastrophe (you could reveal at the very end that it was some alien goo from a meteor or something similarly silly), but people are still emotionally and mentally scarred from the experience. Our protagonist is trying to cope with the fact they didn't kill some mindless monster, but their unlucky friend. They're trying to find a way forward, within themselves, also via counselling, and they might be thinking about finding a therapy group or similar group of equally affected people. Just to share their story, to cope with others, maybe even find new friends and bond over that awful experience they're trying to overcome. There's your profound, more psychological zombie game. Not the n-millionth "who do we kill or be killed" and "survival of the fittest" nonsense that the prepper-crowd jerks off to. Also, why set it in the US, always the US ? Because markets ? Maybe our story happened in France. Or Kenya. Or Chile. Or South Korea. Or Estonia. You can be plenty more creative than making slightly different variations on "Gun-toting Prepper Simulator 2020: When the Zombies Come, They Ain't Gonna Git Me !", LOL. P.S. If the first game was about the last of them, then who the hell is still running around in the sequel ? I hope this doesn't become some endless series like Assassin's Creed or Final Fantasy, otherwise the TLoU series' title will become increasingly inaccurate, just like the title of the Final Fantasy series. I am actually kind of disappointed TLoU is a series now, to begin with. One game, leave it at that. It ain't no sin, developers and publishers...
    1 point
  17. You have plenty of missions that weave together a continuing or otherwise interconnected story: https://wiki.thedarkmod.com/index.php?title=Fan_Mission_Series I think the lack of a campaign is, strangely, a bit of a benefit. Yes, we could make a whole official campaign or keep extending the existing one with Corbin (he's the closest we have to a Garrett figure), but I actually prefer the more "shared universe", anthology approach of mission authors. Mission series have been a thing since the earliest days of this project and have only been getting more common, not less common, precisely because mission authors see the benefit of a continuing storyline with some main and recurring characters. Also, people crying that "lacking a campaign means TDM is not a real game" is really getting on my nerves at this point. This game is in development and available online for free. We don't, can't and wouldn't want to make any money off of it. Financial donations are also pointless. Talent donations, tangible contributions, is how this game can keep on moving forward. Speaking entirely for myself, and anyone can disagree with my opinion, extending the campaign we already have - the mission at the inn, then at St. Lucia's church, then some further missions after that - would be the best way to create an official campaign for TDM. I think that past efforts, with the idea that we need to have this stupendously impressive campaign, where every single mission is going to be a blow-your-socks-off affair, is part of why we haven't created such a campaign until now. The man hours needed and the sheer ambition are just overblown. The perfect is the enemy of the good. I feel that, contrary to what some Thief veterans might think, having a game that has an official campaign welcoming to both complete newbies and old pros is a far better route than a monumentally ambitious and impressive campaign that satisfies only a few die-hards, and frustrates others due to its length, scope, and sheer over-indulgence. If we strive for overly lofty heights, we'll end up with a game equivalent of Cimino's Heaven's Gate. Bloated, self-indulgent, potentially incomprehensible and irritating. I'm a "less is more" kind of guy. No hand-holding beyond the training mission, but start the players off easily enough, with the inn mission we have, then it gets a little harder at St. Lucia's, then we create a similarly small-in-scope and once again slightly more difficult, but entertaining and pretty-looking mission. And then another, and another. Gradually expand the campaign to some 10 or 12 missions, and you have an official campaign that'll entertain newcomers and veterans alike. And then they can play all the other mission series or one-off episodic mission, whatever they like. By that, I don't mean finishing the official campaign would be compulsory. No. It's just that it will serve as a natural introductory point for most new players of The Dark Mod. The more incentive we give players to have fun and finish the official campaign, the better. Make the missions bite-sized, not technically overdone, and make them fun, and we might have a real Keeper (Thief pun intended). I think it's telling that, over the years, far more people new to TDM have asked "What missions would be good for a newbie ? Which do you recommend ?", rather than "Where's the big blockbuster official campaign that will bring me into pure gaming ecstasy ?". Tellingly, already a while back, I compiled a whole wiki article just about these recommendations, because people were asking them so frequently: https://wiki.thedarkmod.com/index.php?title=Mission_recommendation_discussions Including a recommended list of simple enough, shorter missions, to start them off with something smaller, simple, but entertaining. The fans, especially new ones, want more accessible things before they can move on to the more demanding missions. More accessible isn't about dumbing down, it's about respecting the natural need for a learning curve.
    1 point
  18. If I'm reading this correctly I think it's just some needless complication I left in the material. As a matter of fact I'm not even sure why it has a local map when it's so tiny to really not need it. I was pretty extra back then but I'm 99% certain this is something off in the MTR. I'll make a note to self and check this when I wake up tomorrow.
    1 point
  19. 2 games free on Epic today. Among them is TACOMA. I've been keeping an eye on this adventure and I'm glad that it's free. Seems to have a good story.
    1 point
  20. These are the ruins of Gräfenstein Castle in Germany.
    1 point
  21. 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
  22. Please post this article in topic "tdm in the news". There are lots of things we can do for PCGamer. Like posting some comments, posting tips at the article. or what other game-creators do for PCGamer: creating a standalone version of our game, including a PCGamer version of one of the TDM missions (by adding some PCGamer banners to the mission).
    1 point
  23. The new rain in 2.08 is so fucking awesome!
    1 point
  24. 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
  25. Found a way to stop the bobbing boat drifting by just removing the very well hidden door_slider lol Works great now
    1 point
  26. The main concern is not people with 32-bit only hardware, but people who have installed 32-bit OS for some reason. This is pretty easy to do even today. If 32-bit build gets broken while 64-bit is not, this is most likely a sign of bad and non-portable code, which should be fixed anyway, and which most likely can hurt in 64-bit build too. Perhaps other developers have different habits, but I can say for myself that I have tested 32-bit build for something like 10 times since 2.07, and it seems to work properly without much effort.
    1 point
  27. The Dark Mod got a big mention in this video about the history of the Thief series.
    1 point
  28. I'm back trying to finish what I started a year ago. I haven't had the pleasure of finishing or releasing any FM's just yet, but hopefully that will change soon! This mission is called Vertigo, I'll follow up with more screenshots as I progress. This project is a labor of love for the original thief games. Map is divided into smaller shape segments to help with optimization, it also gives me more flexibility with visual fidelity. I'm (mostly) using Springheel's modules. Visual inspiration: Thief 2014 Let me know what you guys think! Side note: I'm in the process of blending the road in better with grass, any suggestions would be appreciated.
    1 point
×
×
  • Create New...