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Showing content with the highest reputation on 03/22/21 in all areas

  1. Hello, as others have done, I'd like to start my own mapping thread to provide content I create in one place. Feel free to use anything from this map in your maps or for TDM integration. There is a book in the map with more description of the contained content. OGDA_Demomap Version v3: https://das-kartell.org/files/thedarkmod/ogda_demomap/ogda_demomap.zip Installation: Extract the content of the zip-file your "TDM install dir/fms" folder, the folder "TDM/fms/ogda_demomap" should be present afterwards. I'll post new versions from time to time when I have new content ready. Current map contents: v1: New Paintings (for details see here: New paintings thread v2: TDM Fountain prefab expanded with base, water, light and particles Drainable/fillable bath with sounds and secret compartment only accessible when drained Moving bookshelf with hidden compartment, very failsafe, the setup ensures no clipping or false states will happen (with one tiny exception, see book) Buildings (TDM defaults) with lights, monster-clip ond some details added New Buildings, mainly created from Springheel's TDM modules v3: Ambient light setup Additional info for the current version: - Foutain still needs monsterclipping - the largest building on the right side has a working window where the candle is, you can fill the room with content or revert the window to a func_static - most of the content that belongs together is grouped for easier copying/moving - most of the content is created for A night of loot 2, but that map is still in extremely early stages, there's no guarantee or release date for that one Credits: Additionally to content created by me, this map contains content provided by: - The Dark Mod - Obsttorte (i.a. fog script, texture blending) - Springheel (modules shipped with TDM) - TDM community github repo (Thread) Please let me know if you find content created by you in this map in case there isn't a mention yet. Screenshots:
    2 points
  2. Apologies if this is a necro, but just wanna say I recently got into TDM over the new year (despite the original Thief trilogy being one of my favorite things of all time since they came out... no idea why it took me so long!) and just wanted to say I adore this FM a lot. Like seriously amazing work - and I've played your other stuff too. The second half of the mission could have maybe been spun off into its own map, but yeah, the apartment building and neighboring ones was some top tier stuff. Any plans for The Accountant 3?
    2 points
  3. My old friend Andreas urgently needs my help. He asked if I could meet him at the Lion's Head Inn, our favourite retreat in a quaint part of the city called Mirkway Quarter. He’s got a small apartment nearby where he makes a modest living off paintings he sells to pompous nobles and the odd merchant. Not long ago, his wife Lily was hired as a servant at the manor of the local alderman, one Lord Marlow. Now she hasn't been home for days. Andreas went to the manor looking for her, but the guards shoved him into the gutter and warned him not to return. Andreas is certain that something bad has happened, and I don’t think he’s wrong. Gallery Authors’ Notes It all started many years ago when Shadowhide laid the foundation for a sprawling and convoluted city and worked with MoroseTroll and Clearing to create a macabre storyline to befit this medieval metropolis. At some point, however, the beast grew too large to handle, so he handed the keys to the City to Bikerdude and Melan. Together, the two worked tirelessly, passing the map back and forth, each playing to their respective strengths. Notably, Melan reworked the story concept, toning down many of its darker, R-rated elements. Eventually Melan, too, moved on in 2017, but by then large swathes of the community had become involved in this map’s development. Mapping work was contributed by Baal, Grayman, Fidcal, Ubermann, Skacky, and Flanders, while Destined, nbohr1more, and Obsttorte wrote story texts. Several scripts were provided by Grayman, Baal and Obsttorte, such as an elevator with scissor gates, a TDM first. Even after all this input, the daunting task still remained to transform what had grown into the largest TDM map ever made into a playable mission. Bikerdude hammered away at this for some more years still, on and off between other projects, until in early 2020 when he deemed it ready for public viewing. It was then that Dragofer and Amadeus joined in. In the months that followed, the trio reworked, finished, and polished the mission in nearly every aspect, fully writing out and editing the story as well as adding countless scripted effects and (with help from Bienie) many new readables. The good working atmosphere and pooled creativity brought forth several new secrets, of which the largest likely hasn’t been done before in TDM (hint: check the libraries). In the very end, the name “Fractured Glass Company” was drawn up to refer to everybody who was involved in creating this very special mission. Without the hard work of all these people, most of all Bikerdude and Shadowhide, this mission would likely never have seen the light of day, let alone become what you see here before you. The mission is, as Bikerdude puts it, a homage to Thief 1 & 2, and it’s our hope that you catch these vibes as you explore and enjoy this mission. Update 1.2 (released 04/04/2021) Update 1.1 (released 11/11/2020) Credits - Mapping: Shadowhide, Bikerdude, Amadeus, Baal, Dragofer, Fidcal, Flanders, Melan, Skacky, UberMann - Original Story Concept: Clearing, MoroseTroll, Shadowhide - Story & Readables: Amadeus, Bienie, Bikerdude, Dragofer, Destined, Melan, nbohr1more, Obsttorte, Shadowhide - Editor: Amadeus - Scripting: Dragofer, Baal, Grayman, Obsttorte - Voice Acting: AndrosTheOxen (Andreas), Joe Noelker (Player) - Video Editing: Bikerdude (briefing), Goldwell (briefing intro) - Custom Models: Bikerdude, Dragofer, Dram, Epifire, Grayman, Obsttorte - Custom Textures: Airship Ballet, Dmv88, Hugo Lobo - Custom Sounds: GigaGooga, Sephy, Shadow Sneaker, alanmcki, andre_onate, Deathscyp, dl-sounds.com, Dmv88, dwoboyle, eugensid90, gzmo, lucasduff, mistersherlock, qubodup, randommynd, richerlandtv, sfx4animation, Speedenza - Betatesting: Amadeus, ate0ate, Biene, Bluerat, CambridgeSpy, Cardia, Dragofer, Garrett(Monolyth-42), JoeBarnin, Kingsal, Krilmar, ManzanitaCrow, MikeA, Noodles, S1lverwolf, s.urfer Download Note: this mission requires TDM 2.08, which is now available for download. Please be aware that old saved games will no longer work after you upgrade to 2.08's release build. Note: it’s highly recommended to run this mission using the 64-bit client (TheDarkModx64.exe), since there've been frequent reports the mission won't load on the 32-bit client (TheDarkMod.exe). Both are found in the same folder. The mission is available from the ingame downloader. In addition to that, here are some more mirrors, as well as the official screenshots for anybody uploading this mission to a FM database: Mission: Google Drive / OneDrive Mission (v1.1, slimmed down version for 32-bit clients): Google Drive / OneDrive Official Screenshots: Google Drive / OneDrive Hi-Res Map: Imgur Links Secret loot & areas walkthrough by @Lzocast
    1 point
  4. Disable r_useBindlessTextures. I'm afraid this is probably some sort of AMD driver bug.
    1 point
  5. I dig the idea of "mod-wide" tool tip pop ups in game. We don't want to do it with everything, as its fun when player's discover some things on their own, but we should cover the basics and a couple lesser-known useful hints ex: "Learn forward..." . The distinction there is a little muddy so we'll have to test the system out and get feedback. Visually, we should try to make these as elegant and unobtrusive as possible and the beginner/ intermediate/ off is a great idea. (dig that SS solution, totally forgot about that!) My suggestion would be to try this out in the tutorial mission and take it from there. If dynamic tooltips work well enough, we might not necessarily need message pop ups in the tutorial. We'll just have to see. We need to be very careful about changing conventions as they can have downstream effects, but we can take a look at this stuff on per case basis. @Obsttorte Springheel and I discussed the idea of actually showing the key bound to that specific impulse in the tutorial pop ups. For example: " Press RMB to frob" Is there a way to grab the current bound key and display it?
    1 point
  6. stgatilov I know this will increase coding complexity and work but couldn't you guys do that automatically in the background, when the user brings the rez down in the menu? IMO it would totally eliminate this complains. So I would remove the resolution scale from the menu to minimize confusion, keep the "old school" resolution option but when the user is messing with the rez they are in reality messing with the rendering scale, the rez label is just a front to hide the truth but to the final user the visual effect should be the same, what do you think?
    1 point
  7. What version of OBS are you using, is it the latest (26.1.1)? Also is OBS encoding using whatever AMD's GPU encoder is called or is it using raw CPU? Might be worth logging CPU and GPU utilization when recording, maybe when the slowdown occurs something obvious will crop up on the logs. Maybe RAM as well, in case there's a leak somewhere. Also: I know some people don't like reinstalling Windows that often but damn!
    1 point
  8. Having the website background as the forum background is also cool. A little busy, but I try it out anyway. Code:
    1 point
  9. Look here: Scroll to the bottom of the screen and look for this pull-down menu in the middle.
    1 point
  10. In fact, since today I have been playing with the idea of adding more recorded messages in certain rooms. I'll get back to you if I follow up on the matter. However, we haven't finished the other narration texts yet, so maybe we won't add anything with additional audio recordings after all as I would like to start beta first week of April. Thank you for your offer!
    1 point
  11. Well, I guess it is worthwhile considering some sort of ingame tooltips either. We already have the trainer message system that is mainly used in the training mission. Utilizing that to show context-sensitive tips might be worth a try. Maybe I'll find the time either this weekend or later on (I have two weeks off starting next week). It might also be worthwhile replacing the frob/use stuff alltogether. It is hard to tell what the difference between those wordings is, especially if you are either not familiar with the thief games (I don't recall any other game using the term "frob") or if you are no native english speaker. Basically frob means interact with something in the world, whereas use means interact with the item currently held or selected from inventory. MAybe it is possible to find a wording that communicates this sufficiently.
    1 point
  12. I'm a relatively new player to TDM and I found the training mission absolutely invaluable. Really explains all the little things that are not immediately obvious if coming from Thief. The candle thing is actually what drove me to try the Training mission in the first place. I kept trying to put the lights out quickly but ended up flinging the damned thing across the room instead. Funny, but it kills a ghost run. Might be worth mentioning somewhere obvious just how vital that training mission can be for new players. I found the blackjack and sound alert to be rather helpful as well. I cranked the AI seeing and hearing up to hardcore like a moron the first time I played and that particular training really helped me grasp just how that works. All the little differences and quirks that made me initially prefer Thief are now exactly what I find most engaging about TDM. So, yeah, don't throw candles and do the training missions.
    1 point
  13. https://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-209-is-here
    1 point
  14. I can definitely add to this. I ditched Windows 8 years ago, haven't had it on my system since... still can't believe how long I lived on it till finally making this choice. Indeed the only issue is some games being harder to play, especially newer ones as old ones typically work fine under WINE. I didn't notice it much as I rarely touch commercial games any more; Unlike free projects like TDM, which are made by the community and we can fully edit, I don't feel those truly belong to us rather that some company who makes boring stuff just so we give it our money. We must not forget that TDM isn't just the only FOSS game of its genre: It's one of the only projects with AAA assets and graphics... albeit by 2010's standards, but in my book I would still call them that. Alongside it and Xonotic, most open-source games have pretty cheap assets and a lot of bugs unfortunately... TDM however has long achieved commercial quality, and for something remarkably complex in its core design and the features required.
    1 point
  15. In another forum where I made it known, Linux users were delighted with TDM, because the offer of games for this OS is not exactly overwhelming, in this field Windows rules and OSS games are usually quite crappy, while TDM really is comparable in quality to many commercial games.
    1 point
  16. Actually, for me, stealthily K.O.ing (or killing if they aren't K.O.able) all the AI is exactly, what i try to do in any stealth game. In TDM i even make unaccessible sleepers wake up so i can blackjack them. I also leave doors open, switch lights off, or make noise (not using that arrow though) to lure guards into an ambush. I consider playing as a poltergeist to be a legitimate playstyle (did not check with the playstyle police yet though). P.S.: Blackjacking may have its quirks. But it works fine for me most of the time.
    1 point
  17. Sure, it sounds like those texts could do with some finetuning, that'd be appreciated. I've attached the .strings file which contains all the lines in that FM english.txt. There's also a short non-internationalised text left by Bikerdude at the bottom of this .xd file: training_mission.txt If you want to test your changes ingame, change the .txt extensions and create new folders for them as below: /fms/training_mission/strings/english.lang /fms/training_mission/xdata/training_mission.xd (Usually texts aren't that unwieldy to work with in TDM, it's because of the internationalisation of the text files of the "official" FMs)
    1 point
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