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Showing content with the highest reputation on 08/06/20 in all areas

  1. Most list dialogues in DR provide a search function. When the dialogue is your active window, type a search term.
    2 points
  2. These are the files I have on the werebeast: https://www.dropbox.com/s/t97u6lm914fen7o/werebeast.pk4?dl=0 Not sure if they are of any help, but maybe you can find something useful among them.
    2 points
  3. So here's the starting area of my first mission. As yet unnamed, it's a short mission set in the streets of Bridgeport in which you have to escape the City by finding a way past the city wall and a bunch of irate Watch guys guarding it. I'm still finding my way around with DarkRadiant but I think I captured the feel of the grimy back alleys of the City pretty well. I dialed the ambient up high so you can see everything. In actual play I will be using a combination of a very dark ambient and the "night vision" technique shown by Sotha in his "Bakery Job" tutorial videos. I'm really slow at mapping and I fuss over everything so, with luck, I might have something beta testable by the end of the year.
    2 points
  4. I was pondering something earlier this week. They're just some academic questions that came to mind, and they have left me quite curious. 1) How many players (outside of the people active in the forum) are there of Darkmod? A) How many inside the forum? 2) And who else aside from TDM modders use DarkRadiant? A) What is their use of it? A.1-2) I believe DR might also be used by Doomers[1], and if this is true, how many[2]? _B) How many active modders of TDM and of other softwares are there? Still pondering, mmij PS. I hate these [insert seven-word, obscene English intensifier] emojis that keep replacing typed material. Can we shoot the program and kill it forever?
    1 point
  5. That's a nice shot, and it does have a good atmosphere - well realised. I also like the premise of the mission; these "escape" missions always tend to be fun. Don't worry about your unfamiliarity with the asset library. Things will fall into place through practice. Also, very often, less is more - you can achieve good consistency with only a few objects, and that's good for mood as well.
    1 point
  6. Mission is amazing and I am enjoing it apart from those minor issues. I could use a little help on the puzzle with rotating pillars though.
    1 point
  7. Great mission. I love puzzly stuff. Atmosphere is great in all parts, but the Citadel is just amazing : )
    1 point
  8. With regard to 1), I suppose it would be possible to track the number of requests to the mission server from the in-game menu (without logging IP addresses or other personal information of course), and use this as crude measure of current player activity. It wouldn't be possible to derive actual numbers of unique players, just overall trends, but it might be interesting to see how the player activity varies over time (e.g. are there big spikes after a major release, has there been more activity during lockdown, etc).
    1 point
  9. Those are all interesting questions that nobody can answer, as we do not deploy any tracking software. Maybe _B could be answered: Two are working on and off again on DR and the number of active devs for TDM itself ranges from 5-10 accross a year. And how many activate mappers are there? Hard to tell. My gut says about 10-20?
    1 point
  10. Thanks for another great mission, even better map than cos1.
    1 point
  11. Hmm, yes. Good point about the window frames. I'll put a few in now. As for brushes v models, I bet that'll become a lot quicker when I'm more familiar with what's available and where it's stored. Right now I'm scrolling through lists, looking at things and going "nope, nope, nope, maybe, nope nope, hmmmm, nope, yuk, nope, nope, YES"
    1 point
  12. Nice job for a first attempt. Note that there are models for windows, supports etc..., so you don't have to build everything from brushes. That adds a bit more detail and speed things up a bit (you have already used some as I see, but there is really tons of stuff). Some of the windows could use frames, though.
    1 point
  13. Since last year I've been playing Thief games with a house rule that any time I knock someone out with the blackjack I must flip a coin. If it comes up tails then the victim was killed by the impact and I finish them off with the sword, accepting whatever consequence comes with that. It makes it so gas arrows are the only totally safe way of taking out guards non-lethally, but the blackjack still exists as an option in emergencies. My other house rule is that anytime I reload from save I must use a health potion, thus preventing me from save scumming through such difficulties without a penalty. If you don't like the anti-realism of the blackjack or you just want to spice up your play style without going full ghost, I highly recommend this system.
    1 point
  14. There is no safe way to knock someone out in real life. Not with a bump on the head, not with choking. Even using a poison dart dipped in some anaesthetic would not be safe, because anaesthetics need to be carefully matched to the patient's body weight. We all know this. It doesn't matter. The Dark Mod is not a reality simulation. The blackjack exists because the aim of this game is to deliver an improved version of the Thief gameplay experience, in which blackjacking was an important mechanic. That's all there is to it.
    1 point
  15. If this to fill in your free time, why not. Others created concept art, 3d printed things, etc. I tried to make a DVD. (front-cover, back-cover)
    1 point
  16. Hi, I am currently working on my first mission. You can download the files from my google drive here.I would appreciate any feedback you could provide. I have provided the aas32, cm, map, and proc files. I don't think there is anything else I need to add. If I need to upload more just let me know. Thank You.
    1 point
  17. 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.
    1 point
  18. 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.
    1 point
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