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Showing content with the highest reputation on 08/08/20 in Posts

  1. Sometimes I just want to come here and say stuff like "hah, how about those biscotti biscuits, eh? Tried for the first time and my mind was blown into a million tiny biscobits. They're pretty good! also, I'm a dad now. anyway, bye" But I feel a new topic would be too strong, and I'm not yet sold on the Discord. I was an avid IRC user in the past (where I met my current wife, btw) but even so discord still doesn't work for me, I don't know. So yeah, I am a dad now! that is actually a thing. He looks like me and is very tiny and I love him. Also, the easiest personality to raise a child I've ever seen! this is baby easy mode, for sure. He barely screams and cries and just generally makes my life happier. The day before he was born I was super insecure and afraid. Would I love him? would I raise him well? as soon as I held him I knew that if anything happened to him I would murder an entire football team with my bare hands and then kill myself. As grim as that sounds this is actually a good thing. Also, a good use for this topic is for all of us to dump our TDM-unrelated game dev projects! I decided to make a game for the SEGA Mega Drive (Genesis for the Americans). It's a grid platformer akin to Flashback, prince of persia, blackthorne and others. I reject the term "cinematic platformer"; I think it's silly. But, brushing aside nostalgia, the only things I like about those games is the animation, obviously, and the grid snapping. There is potential for strategic gameplay in grid-based games and I think those games I mentioned should have focused less on precision platforming and more on semi puzzle gameplay. So I'm making it a stealth game! I don't think Mega Drive has any of those yet. Having some fun with debug logs: I have currently 4 game dev projects, which I cycle through periodically, but this is my main obsession right now.
    4 points
  2. I totally get that. Those little shits make you feel things! When my son was born last year, there were quite a few complications. After 23 hours of labor and his heart-rate constantly going up and down, he was finally born by c-section. It was the most intense and stressfull experience of my life!! We spent the night in the hospital as a famility, but I couldn't get any sleep at all, because that poor guy was crying all the time except when he had skin contant with one of us. However, I was so afraid of "sudden infant death" that I made sure I was awake all the time, when he was laying on me, just to be sure nothing could happen to him. Thankfully, me and my woman managed to relax the day after that... Still, I'll never forget how I felt that night!
    2 points
  3. Congratulations on becoming a Dad!!! It's one of the most wonderful things that can happen to you. Be forewarned, though. It happens again when your son becomes a Dad. (Or your daughter a Mother.) During these Virus days, you cherish every picture of these special people that comes your way. Or, if they live close by, every time you get together. Enjoy!!
    2 points
  4. Greetings all... Saxmeister here, back from the grave. It's been quite some time since I was really involved in teh project, but glad to see how well it has evolved over the years. I missed several team members here and wanted to check in now that the world seems to be "falling apart." Hoping all of you are well...
    2 points
  5. Hello! I don't think we ever interacted that much but you are definitely a familiar name, and I also have been away from this forum for many years now. Every now and then I come to the off-topic to talk about other games
    2 points
  6. Show spoiler for screenshots: Map: In A Time Of Need Version: 1.00 Released: 2013/11/12 Theme: Mansion Author: kyyrma Testing: Bridge, 161803398874989 In A Time Of Need is small-sized mansion level in which the player is tasked with stealing a cache of spice from the house of a seafaring merchant. It is my first and (at the time of writing) only FM. The difficulty level is low to moderate, and the mission is well suited for new players accustoming to the world of TDM. For players looking for more challenge I suggest ghosting, as the level has been designed to lend itself well for that kind of playstyle. The map and objective layout change slightly between "Normal" and "Hard" / "Expert" difficulty levels. If you want to experience all the content the level has to offer, I suggest you start by playing the map through on Normal and then move on to higher difficulties. Download links: Mediafire Private mirror Installation: Drop timeofneed.pk4 in you darkmod/fms/ folder Run TDM and select New Mission. In A Time Of Need should now appear on the list of downloaded missions. Install and play. Known issues: AI pathfinding can be slightly erratic at times Outdoors can cause performance issues on low-end hardware Sleeping AI can glitch through the bed if KO'd or killed Thanks: My testers Bridge and 161803398874989 whose input helped me shape the map into what it is today. All the TDM devs for creating such a great game Fidcal for creating the A-Z guide for beginners All the people who contributed to my thread at the Editor's Guild Finally, my hat off to the community that has produced so many high-quality missions and made TDM thrive. The bar has been set frighteningly high! I'm really not one for numerical scores or polls, so I decided not have any for my thread. However I would appreciate any criticism, comments and feedback you may provide. Leave me a message in this thread :-)
    1 point
  7. Hello everyone am Fr my english is not perfect. ༼ ͡° ͜ʖ ͡°༽ I did Thief 1 and II longtime ago and i enjoyed that game ,even re did them with the hd mod. And now that i have a real computer i will enjoy TDM. good job you did. Any missions recomendations ? Will there be news missions in the futur also ? I will stream too time to time i take my time when i play this kind of game and dont rush anything. https://www.twitch.tv/micropoint_ Keep doing anyway you did a great job and TDM add lot of great features.
    1 point
  8. Played this last night. Fun little mission. None of your beta testers corrected the English? "But one must not let such a tiny fallback hinder one’s progress." fallback -> setback ? I felt like a kid in a candy store just taking all this stuff, it was a bit too easy. Maybe an alarm system that I needed to disable for some of the items on display would have made it more believable. The owner seemed to be relying on "security through obscurity" but you can only take that so far. I look forward to more missions from you!
    1 point
  9. Congrats on your kid!! This is a major live change, well worth of a new thread!!! For all other stuff, we have this one:
    1 point
  10. Thanks! Yeah, the pandemic is making things harder for us It's just the two of us taking care of a newborn and maintaining the apartment, all the time every day, no external help whatsoever. My wife is also a very social person so the isolation hits her particularly hard. I look forward to become a grandpa!
    1 point
  11. This is how it looks right now. Also attached the code of main class if anyone is interested. One nuisance is that reloading a map works only after the map is saved. So when mapper moves something, he has to 1) save the map, and 2) click "reload map" button. It is of course possible to send reloadMap command automatically on save, removing one click. Also, reloading map from scratch takes a second or two for a large map (saving probably takes longer). But I think it would be better if hot-reloading was possible without saving map to disk. In order to achieve that, I need the following features: Ability to detect which entities has changed (since some mark in the past). Which were removed, which were added, which were modified (it's OK to overestimate the last list). Ability to save every entity from selected set into in-memory text in .map format (spawnargs, brushes, patches --- all exactly as in .map file). Probably also some event which signals when an entity has changed. Worldspawn is out of question yet. But in future it would be necessary to do pretty the same things for world brushes and patches. GameConnection.cpp GameConnection.h
    1 point
  12. Hello and thanks, i have many noice missions to do, thanks all for your suggestions. Volta 1 plaise me from what ive seen, did like 1hoo on that map and its a very well made map.
    1 point
  13. See those ducks in action: https://www.youtube.com/watch?v=UGQh1fl8zGg (tip: disable your sound for some minutes, because there are people who dont like this type of music) (tip: enable subtitles)
    1 point
  14. 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.
    1 point
  15. Hello Micropoint. You can browse favorite missions of other forum members here: If you would like to play multiple missions with a connected story, you can usually identify them via a prefix in the mission name, e.g. WS# for William Steele. One notable exception is the series by Moonbo, starting with "Requiem". There are also a couple of fully fledged campaign releases identified by "Type = C" in the mission list: https://www.thedarkmod.com/missions/?sort=missiontype Have fun! And if you enjoy playing, why not give our level editor Dark Radiant a shot? It's never too late to learn this type of stuff!!
    1 point
  16. Welcome to the Forum! Mappers continue to work on new missions, and the development team is constantly improving the core mod. I myself have 5 missions underway. (Check out my William Steele series, starting with WS1: In the North.) You'll hopefully receive a bunch of recommendations from others.
    1 point
  17. Oh, I forgot to mention this in my feedback, but I had huge issues understanding what the player voice was saying, It wasn't loud enough compared to the other dialogues or it was somehow played too far away at the wrong coordinates...
    1 point
  18. I just finished this great mission and I am once again amazed how different modders can make completely different scenarios in TDM! After all the city maps I recently played this was a welcome change, starting slow but then providing the first ever TDM underwater station followed by some Indiana Jones style subterranous caves and last not least the big citadel itself. My compliments! I experienced a few issues though, like I had several crashes in the citadel part when killing undead. Maybe this was caused by myself spawning more fire arrows as I really hadn't the patience to sneak through all those wide and brightly lit areas surrounded by enemies you can't kill. If I could make a suggestion, I would recommend to add some more holy water and fire arrows at least on easy difficulty. As somebody already said, some undead in the crypt are set to human so killing them with firearrows makes the mission fail. Strange enough not when using holy water. Also you could clip into some stuff in the station. BTW, is there any way to kill those floating eyes?
    1 point
  19. Congrats on the release! I've played about 30 minutes or so and Im already diggin this. Very unique atmosphere and some pretty neat sequences from what I've seen.
    1 point
  20. I failed to complete the mission in 2.08 beta After opening the fence prison cell the game became unplayable (low fps) with console spam like this WARNING:GetPointOutsideObstacles: atdm_ai_townsfolk_commoner_armed_2 - no valid point found WARNING:GetPointOutsideObstacles: atdm_ai_townsfolk_commoner_armed_2 - no valid point found WARNING:GetPointOutsideObstacles: atdm_ai_townsfolk_commoner_armed_2 - no valid point found WARNING:GetPointOutsideObstacles: atdm_ai_townsfolk_commoner_armed_2 - no valid point found WARNING:GetPointOutsideObstacles: atdm_ai_guard_generic_01_1 - no valid point f ound WARNING:GetPointOutsideObstacles: atdm_ai_guard_generic_01_1 - no valid point f ound WARNING:GetPointOutsideObstacles: atdm_ai_townsfolk_commoner_armed_1 - no valid point found WARNING:GetPointOutsideObstacles: atdm_ai_townsfolk_commoner_armed_1 - no valid point found WARNING:GetPointOutsideObstacles: atdm_ai_rat_small_1 - no valid point found WARNING:GetPointOutsideObstacles: atdm_ai_rat_small_1 - no valid point found WARNING:GetPointOutsideObstacles: atdm_ai_townsfolk_commoner_armed_1 - no valid point found WARNING:GetPointOutsideObstacles: atdm_ai_townsfolk_commoner_armed_1 - no valid point found Reloading the savegame seems to resolve this
    1 point
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