Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 04/04/21 in all areas

  1. Although I am an old man with poor eyesight and I can hardly contribute with any mission, at least I would like to do it with other contributions that may serve.
    5 points
  2. As most players do not seem to have any issues with the current implementation I don't see any need to change it, more so I would assume any change to cause more confusion rather to improve the game feedback and that new players may simple have to get used to the way it is handled in game instead of immediately asking for changing something they blame the game to do wrong even though the majority of the players both in TDM as well as in the orignal Thief games are pretty happy with. On the other side we could see the suggestion of making the player invisible as an incentive to finally implement the rocket launcher players were asking for all the years and, if some of the coders have some free hours on the weekend left, port TDM to the CryEngine.
    3 points
  3. ACTIVATE LEVEL 100 THREAD NECROMANCER POWER! Soooo Does anyone know if there's a more detailed list about the city districts and locations than on this page anywhere: https://wiki.thedarkmod.com/index.php?title=The_City ?
    3 points
  4. Hi there, I'm not really sure this is the right place, I just wanted to say thank you to everyone involved, the developpers who keep improving tdm, the fantastic missions creators, and the people managing the web site and infrastructure for the game. This game has given me countless hours of amazing joy, you are all fantastic people !
    2 points
  5. I have been keeping up with the dark mod since around 2014 - 2015. I remember playing through and enjoying Thomas Porter, and obsessively checking for new entries in the William Steele series. I just wish more attention was paid to this great community and its achievements. Maybe MandaloreGaming will eventually do a review? He has mentioned TDM in his Thief series reviews.
    2 points
  6. Story: Build Time: Thanks: Download: Gallery: Hints, Tips, Walkthroughs, Spoilers(!): Disclaimers, Player Information. Thank you for playing! What did you think of the mission? I look forward to your honest feedback!
    1 point
  7. If it is due to the operation of hibernation itself. You open an application with hibernation activated, then Windows will create a copy of this program so that it loads right away when you hibernate the PC and take it out of it again. You will have the program open where you left it. It can be useful, but it invariably consumes resources. With indexing something similar happens, you occupy the system with recording each change and file activity to update the index, which in traditional HDs accelerated the search somewhat but which today, especially with SSD disks, is practically meaningless. They are two of the services that can be perfectly dispensed with, adding the other services and drivers for non-existent or unused peripherals, which has Windows activated by default and not to mention certain telemetries and services (Cortana) to 'improve the User experience (?) '. Removing this can increase Windows performance by 10-30% and provide the missing resources to play TDM fluently. I have always do the mentioned and on my previous PC with even fewer resources (4Gb RAM 1 Gb GPU) I have always been able to play TDM, DOOM III and the like with a more than acceptable FPS.. Windows has always had the need for a general entrance cleaning to put it in shape, it's like a Porsche that comes by default with a trailer full of junk.
    1 point
  8. I guess I'm going against the grain here but I think the image @kingsal posted looks great. It seems that the effect is already aware of the normals — it definitely looks like it is outlining the object, giving less highlight to faces which point directly towards the camera while increasing the effect on edges which face away. Perhaps if people feel it is too strong, the "effect gradient" could be adjusted so that there was even less highlighting in the middle of the object?
    1 point
  9. I've just finished my second playthrough of Superliminal, this time with developer commentary (which is really good, but not recommended for the 1st playthrough, as it contains major spoilers). Superliminal is a first person puzzle game featuring non-euclidian geometry with a really relaxing sound track and some absolutely incredible level-design ideas!! There are tons of moments in this game, that have you laughing about how ingenious the presented ideas are. The puzzles themselves are mostly rather simple, but this game is more about surprising the player, anyway. If this sounds interesting at all to you, I recommend just getting it without looking at any trailers beforehand. I am certain, it will be that much more enjoyable because of it! The game is really short with its playtime of 2-3 hours, so maybe get it when it's on sale. It's definitely worth its money, 'though. Furthermore, I actually think it might have some therapeutic value. EDIT: I just watched the official trailers of Superliminimal and I really find they spoil too many moments, so I cannot stress enough to play the game without looking at trailers first. I discovered the game by randomly clicking through some twitch streams and after 3 minutes of watching regular gameplay, I had already decided to buy the game.
    1 point
  10. I can try to do Latvian language translation. The link you included feels somewhat disorienting, with what would you suggest I should start the translation ?
    1 point
  11. Ambient lights only lighting surfaces pointing towards the light is a bug that was fixed in Git commit 07a10bbff7569fcc1a on March the 8th, so it should hopefully be in the next release. It's not possible as far as I know, and this would be a hack anyway. I'd rather have a user-controllable brightness/gamma level for the editor preview which users could set according to their requirements. Actually you can hack it now by increasing the lightScale value in the .game file. However since the .game file is shipped with DR rather than storing user settings, it will likely get reset when you install a new version.
    1 point
  12. I don't have much more GPU, see if you can optimize more the system removing unnecessary things from memory. If you use Windows, disable hibernation and indexing, these two services consume the most memory. Disabling indexing only has the consequence that the search for files on the disk take a little longer. Disabling Windows telemetries also frees up quite a bit of RAM (and bandwidth, too).
    1 point
  13. 1 point
  14. @Gerberox @Zerg Rush It's intentional that when you switch off lamps that the moonlight coming in from windows becomes noticeable, but it looks like the moonlight levels are a bit high - each window in fact has multiple different lights in order to illuminate the surroundings in various ways, so might be that they stack up to become too bright in some cases.
    1 point
  15. 1 point
  16. Hm, I wonder whether you can actually do fire arrow jumps...
    1 point
  17. Buildings https://www.pinterest.es/pin/370139663124830121/ Also nice a fantasy map like this one (with images of buildings) https://view.genial.ly/59807d9702a5a239eca6e65f https://www.kickstarter.com/projects/175522302/the-art-of-de-architecturart-collection-of-fantasy/description
    1 point
  18. Some nice maps also in Pinterest Luxembourg 13th century
    1 point
  19. Certainly a great mission, I've really enjoyed playing it (masterful the spooky mansion) But I have a small complaint about the strange behavior of the light in some places, especially in the warehouse. Turning off the light increases the level of visibility instead of decreasing, as would be more logical. Turning off the light Same behavior in other sites of the map. Can anyone else confirm this?
    1 point
  20. Well, since this thread got started I may as well chime in. I've been playing TDM for only a few months now and deeply regret not finding it earlier. This is one of the most amazing and underappreciated stealth experiences available today. Truly. I know it is not intended to be a Thief sequel, but in my humble opinion it is a far more faithful interpretation than either Deadly Shadows or 2016 were. I love the little liberties taken to improve and modernize things yet keeping it pretty rooted in that classic gameplay loop. I have never been more immersed in a game than I have here. What the developers of TDM have managed to do is nothing short of astounding. Phenomenal work on the engine but I don't want to leave out the mission creators. To my mind it seems that level design is particularly important to TDM and there are some amazing creations available here ranging from peak classic Thief's Highway and Manor missions to completely nontraditional parkour and horror gameplay. There are some exceptionally creative and talanted individuals behind all of the parts that make up TDM. It really isn't enough, but I want to express my unmitigated gratitude and respect to all of the individuals involved in the development, maintenance, and artistry of The Dark Mod. Keanu Reeves put it best when he said, "you're breathtaking!"
    1 point
  21. Posting this here early in honor of that mapper whom I believe I have the closest relationship. Hope it helps anyone in need.
    1 point
  22. Good mission with abundant creepy details. It has the right amount of challenges. Thanks. A hint for those who search a secret opener for a certain door after getting a message you need to find another way: that's not a door.
    1 point
  23. Impressive work! I'm in the middle of this, and enjoying every minute of it. Thanks to everyone involved in this project!
    1 point
  24. It was really huge. I constantly felt lost. I needed to search the forum to find a few places. The ways in the hights were cool. The city felt very good and I really had a feeling it's a real city. Guards weren't too densely placed. Thanks guys.
    1 point
  25. The biggest mystery you got from this mission was the penis graffiti in the school attic?! I got a good chuckle from that Spooks. Thank you! Also thanks to everyone for the kind words. Kingsal and I had a lot of fun doing this. And it’s great to see everyone having a good time
    1 point
  26. Given that you and Destined are talking about work in progress pages, here's some stuff I've worked on in the last few months: http://wiki.thedarkmod.com/index.php?title=Vocal_scripts_overview - Largelly done, but I'm still improving the formatting. I'll also be comparing the scripts with the current sound files later, to see if some need an update or not. http://wiki.thedarkmod.com/index.php?title=Concept_Art_and_Fan_Art_Archive - Finished back in autumn. Just so we have one central concept art archive somewhere on the wiki. I've also included fan art (e.g. wallpapers), just so we don't have too many articles on the same topics. http://wiki.thedarkmod.com/index.php?title=Fan_Mission_Design_Discussions_Archive - FM design discussions archive. Just to not let all those discussions on FM design and FM content ideas we've had over the years go to waste... http://wiki.thedarkmod.com/index.php?title=Entity_Database - Entity database I'm slowly working on, particularly the most important entity assets. The database will need gradual updating once we hit 2.07. Now updated with collapsible folders in order to hide or show content you're not currently looking for within the article. Makes the article visually shorter and much easier to browse, but with the same amount of information. http://wiki.thedarkmod.com/index.php?title=Model_Database - Model database I'll be working on (after entities), particularly the most important model assets. The database will need gradual updating once we hit 2.07. Now updated with collapsible folders in order to hide or show content you're not currently looking for within the article. Makes the article visually shorter and much easier to browse, but with the same amount of information. http://wiki.thedarkmod.com/index.php?title=Texture_Database - Texture database I'll be working on (after entities and models, maybe), particularly the most important texture assets. The database will need gradual updating once we hit 2.07. Now updated with collapsible folders in order to hide or show content you're not currently looking for within the article. Makes the article visually shorter and much easier to browse, but with the same amount of information. You might argue that the latter three are pointless, because we can all take a look at these in Dark Radiant. You'd be right, but I want to have a reference resource even for those who don't have Dark Radiant currently installed. It can also double as something of a hook for those interested in mapping and making addons who aren't sure where to start or what things are on offer in DR. I think we can gain a fair amount of new talent even among those who haven't previously built any levels/missions, for any game. And those databases could indirectly help with encouragement.
    1 point
×
×
  • Create New...