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Showing content with the highest reputation on 08/12/20 in all areas

  1. 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.
    2 points
  2. Sorry about the necro, but I found this video both hilarious and educational. While a lot of fantasy settings can mean well by taking inspiration from real history in various ways, there are always potential pitfalls. I think we should be mindful of this even when we make up backstories and plots for The Dark Mod's missions and the non-game fluff.
    2 points
  3. Thanks a lot. ^^ There are a lot of missions and more to come i suppose, this is amazing. Lot of good mission i did try but am on volta 2 actually and i need to finish that one before starting a new one. ^^ thanks for these informations.
    1 point
  4. We also have a steadily growing list of missions here, with further detailed information: https://wiki.thedarkmod.com/index.php?title=Category:Official_FMs This article should also be useful, especially if you are a beginner: https://wiki.thedarkmod.com/index.php?title=Mission_recommendation_discussions
    1 point
  5. It's a known bug; glad you found the workaround. It seems to be specific to GUIs using xdata, so if all you need is something like a signpost, a GUI material that accepts a gui_parm1 spawnarg as per https://wiki.thedarkmod.com/index.php?title=Text_Decals_for_Signs_etc. is another option.
    1 point
  6. There isn't anything exactly equivalent to a last modification time, but you can listen for modifications to entity key values by constructing an Entity::Observer and attaching it to an Entity with Entity::attachObserver(). However, this will only give you changes to key values on a single entity. While you could theoretically attach an observer to every entity in the map, this would be an O(n) quantity of observers and callbacks and would probably cause performance problems in large maps. If you're not looking for a notification mechanism but just a way to determine what has changed (effectively a "diff" operation on the entire map's entities), I can't immediately think of a way to do that efficiently in the current codebase, since it's not a problem DarkRadiant has ever needed to solve before.
    1 point
  7. It does. r_ambientGamma directly affects the outcome of the ambient lighting stage, which is also applied to lightgem calculation. It's very easy to test - go to a dark corner, then increase ambient gamma and watch the lightgem get brighter... Edit: actually, it's fine in 2.08, so this is a regression in 2.09. I'll look into it.
    1 point
  8. 1 point
  9. Thanks for the replies! I'm thinking that in order to keep it simple, at first we wouldn't allow users to provide subjective opinions directly, mainly to avoid the issues mentioned above, such as spamming or demoralizing opinions, but I agree that at some point down the road, if this works well, this may evolve into what you are thinking. One thing that the system could do though is scrape forum threads for information about particular missions. For example, there are many threads asking people what are their top missions; the system could add some kind of tag to missions appearing in those lists (e.g., "Top Mission", or a star or medal icon), and maybe even provide more recognition to those that appear in the majority of top lists. Another thing that the system could do is pull data from the thread of each mission. For example, in the thread for In The North, there are lots of mentions of the mission being atmospheric and having great architecture. So that could lead to the tags "atmospheric" and "great architecture". Another thing: in the past, demagogue suggested sending stealth server scores to a server. If we end up having this kind of data for missions, this could be a great way of showing other pieces of objective information about missions, such as average stealth scores, average completion time, etc. which could be very valuable to indicate difficulty and length of a mission, as well as whether a mission is fully ghostable (or whether it has ever been ghosted, to be more precise). Good idea! What about a filter such as "Is mission part of a campaign?" This allows finding campaigns in which at least one of the missions meets the filter requirements (for example, one of the missions in the campaign has rain and it's a city mission). Good idea too. Please see my comment a few paragraphs above regarding how to automate this. Seems that at first though we'd rely on forum threads for this information. I agree with MBs, although maybe we need two independent filters? One for MBs (which seems like a more advanced filter for experienced players) and another one more "human" (e.g., small/medium/large/very large)? I'm saying this mainly because the size in MBs doesn't really say much to new players. Raising the stakes, but I like this idea! We could actually use the same application, just use different DB tables for the mapper tools. In some cases we could even interconnect some of the data, and maybe find out some interesting relationships between resources used by FMs and their reception by the public (a simple example: maybe we find out that FMs using a specific set of resources tend to be regarded as "atmospheric").
    1 point
  10. I think the ModDB statistics would make sense if 2.09 is released with the new installer and not the old updater. Then we would get a number of all people running it...
    1 point
  11. For your information, each FM has its own thread here on the forums. So, if you've got feedback, praise or criticizm regarding any FM, that's usually the place to post such stuff.
    1 point
  12. I do mean core. The issue seems to have vanished as mysteriously as it appeared. I linked a current AppVeyor build, because I don't know when exactly the issue was fixed and if the latest tdm_installer build thus works or not.
    1 point
  13. Do you mean VR build? Because if this is the core TDM game, better get full dev build from tdm_installer. This way you won't end with executable and assets incompatible to each other.
    1 point
  14. I don't have any idea what could have broken it, either. Just as I have no idea what fixed it in 2.09, but the overlay *is* working for my current dev build If anyone wants to test this, here's a current dev build: https://ci.appveyor.com/api/buildjobs/ddl4n6spjmevbqy7/artifacts/TheDarkMod.7z
    1 point
  15. Is there room for clay-craft in this discussion? I like to make my models from the good old earth This one is about 2 feet in height and weights in at about 50 lbs...
    1 point
  16. Concerning this discussion, I've made a new article for our wiki today, listing various useful resources related to period material culture and period societies: http://wiki.thedarkmod.com/index.php?title=Historical_resources Of course, the sources currently listed there are just a fraction of what I have bookmarked or written down in one of my many bilbiography lists. I'll be gradually adding more sources, but I'm a generally picky person, so I won't add any old source, but only quality ones. Feel free to suggest some, if you feel like it. Adding to this little database is always welcome in my book, even if it's just a brief recommendation. Originally, I made this overview for a history and historical fiction discussion forum I tend to frequent. The version I'm posting here is partly expanded, updated and also reworked in several places. Hopefully, you guys and gals will find this at least a bit interesting, and it could maybe provide you with the occassional bit of inspiration for FM building, model/texture making or just putting together an atmospheric narrative.
    1 point
  17. I remember that was my main reason to play first asscreed years ago. Would love to see it too, as challenge to make rich colors, glossy textures(mosaics and tiles) and allow to player character sneak at night. Their outfit also must be some dark but rich colors to blend well in shadows*. *example, at full moon nights black stand out too much, and for better coverage dark blue/green are better option. Also our eyes can get used to do darkness with some amount of light, and we can see something pop out from rich dark area - but not pure black.
    1 point
  18. Personally I would like to see some levels with more of a Persian or perhaps Ottoman-like aesthetic. Excessively intricate tile patterns, bright colors with jarring contrasts, loads of geometric tessellations, etc.
    1 point
  19. @Anderson I stick to XIX century because that's when industrial revolution begins and steam machines started to be main resource of power in industry. Steampunk is just 'modern' technology in aesthetic of pipelines and clockwork machinery, following pretty often with XIX century art, craft and fashion. TDM is own universe and fiction, I just used the 'XIX century' because I go with expectation steampunk doesn't need to follow XIX century #aesthetic (I'm not big fan of this word, but I don't know anything better) - example Thief with being more into middle ages when still use steam/clockwork machinery. It kinda matches, Damn eclectism was a big thing(tldr; the statement of architecture eclectism was: lets mix together the prettiest elements of previous styles), and neo-gothic architecture also matches well with gothic, horror literature descriptions(never read Dickens). And architecture from different period can match together making twisted city, for corny example Paris - it exist as city(by law) since X century If Im not mistaken, and a lot of buildings from different periods are still kickin(even ordinary house!). Of course the world of TDM, and terrific gothic is about mystery but also a world need to make "sense", to make a whole picture puzzle elements need to match each other, and when there's inconsistency in world building, the world seems to be uninteresting and frustrating. Doesn't mean the universe of TDM makes no sense, its solid. I wanted to make a topic where users can talk about possibilities, and unify world more in details no one need to care. Because honestly, who cares about art in video games besides those who are into it. About Inquisition and Builders/Hammerites I can't disagree. Actually I have very little idea about Christian orders and institutions, but I don't recognize anything that will be active in society by law, and respect it! (I remember there is at least one mission in TDM with corrupted priest theme, but in general TDM and Thief show the religion as something alright), didn't read the story you mentioned, I cant tell if it can be also nice reference, when thinking about the fanclub of hammer god.
    1 point
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