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Showing content with the highest reputation on 12/02/20 in all areas

  1. More from Stolen Heart WIP. So late at night, and pretty quiet in the casino's kitchen and dining room... but what's that sound?
    5 points
  2. The biggest issue for me is the blackjacking. It's just totally unforgiving, and, I'm sure that puts a lot of people off. Apart from that, I don't have an issue with melee combat. As you say, it does the job for the most part. But, that friggin' blackjacking... I wished it was more like in the original Thief's. Especially as a casual player who plays the mod every half a year or something, it's very frustrating to miss 40% off knockouts, just because the game hassuch a weird hitbox system.
    2 points
  3. New dev build dev16027-9022 of the game is available. See changelog in the second post.
    2 points
  4. Have you tried my Unofficial Patch already? I removed the immunity of blackjacking which in my opinion is it's main problem. Now if the first hit doesn't connect, you have more chances until the guard has his weapon actually drawn and in position.
    1 point
  5. Isn't there an option in the settings to make the blackjacking more forgiving? I don't have that much trouble with it since in the end it's just muscle memory, or the eye-hand coordination analog of that.
    1 point
  6. Speaking of that, why isn't TDM on NexusMods too? You even get some virtual currency for each download there...
    1 point
  7. If melee combat is our weakest point, I'll take it. It's functional and not obviously broken, and for our typical gameplay or plots, it does the job just fine. I mean it's not meant as a fighting game, and the most memorable fights are usually for story reasons or, e.g., if you're boxed in and have to fight your way out, where you remember the fact you fought the guy at all more than the mechanics of the actual fight. And on those grounds, what we have works well for the game. It's focused on a boiled-down big picture than memorizing little details.
    1 point
  8. You're totally correct. Thi4f ( :v ) is a.....not-so-bad-but-not-memorable take on T2 "vision". It has its moments. Moments. Narration is very bad and it ruins a story that maybe could otherwise be enjoyable. Setting is graphically really good (Thief 2014 customized engine is the APEX of UE3 tech) but it doesn't feel alive and consistent (intro apart). Same problem of BioShock Infinite I could say.....
    1 point
  9. 2020 Voting Time on ModDB Please vote and we'll steal some award this year too https://www.moddb.com/mods/the-dark-mod
    1 point
  10. Note that there are no gamepad input mappings active by default (except for the main menu). That's still something we need to sort out. Follow this guide to actually make the gamepad work: https://github.com/fholger/thedarkmodvr/wiki/Gamepad-support
    1 point
  11. New dev build of the game is available. See changelog in the second post. We would be happy if someone checks out the added gamepad support
    1 point
  12. 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
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