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Showing content with the highest reputation on 06/05/21 in all areas

  1. Please move this to a private discussion directly with @peter_spy, if you two intend to follow up on this. It really IS off-topic.
    2 points
  2. @datiswous@stgatilov Today I updated my installer and the publisched sourcecode at Github. You can see the sourcecode at my github repo. And download and test the executable from there (use "download" button on that github page) We have to upload my installer and change the description of my installer at the downloadpage of TDM. (To someone who can do this: just download the binary from github, upload it and change the description at TDM downloadpage.) Note: This installer only prepares the gamefolder and sets permissions/shortcuts/uninstaller. The official tdm installer will be automatically downloaded & started to download the gamefiles. This installer can be used to avoid some beginners problems. (see these problems at tdm tech support forum) changes/update It uses now the official TDM installer (downloads the recent tdminstaller. As backup it can use version 27-5) i removed my version-downloader feature, because TDM installer has one inside. Made some components optional. Changed some texts and labels.
    2 points
  3. Perhaps this should be stickied in OP - so as not to spam further each update, it's easier for everyone interested to go here regularly to track the latest limited time free Steam giveaways: https://steamdb.info/upcoming/free/
    2 points
  4. I sort of get that, especially since you probably usually only hear the first 20 seconds or so over and over, but personally I really enjoy the menu theme. Fits the mood and is quite appealing in its own right. Then again, I enjoy extreme repetition in music, if done right.
    1 point
  5. I reorganized my modules once, and what I did was just open the .map file in a text editor and use find/replace to swap out the old model path for the new one. Make sure your map isn't open in DR before doing it, and consider making a backup copy as well, but the .map file is just plain text so it should be safe to do it this way.
    1 point
  6. I'm not offended, I'm tired, by you. You use the same old tricks I've seen everywhere else, and ignoring most of the on-topic stuff I already wrote, so it really stopped being a discussion some time ago. All this stuff is exhausting and it distracts me from doing creative stuff that came up with the talks on the margin of this topic, and has a chance to be a positive contribution to the mod, regardless of the actual frob implementation. Stop replying to me, I really don't have anything more to say, and neither have you. Whatever you say next will be ignored by me.
    1 point
  7. Well off with you then, your Lordship. Don't let us peasants stand in your way. But honestly, seeing how much time you've spent on this topic alone, I doubt it's as much of a case of "I have nothing more to say", as it is "I am always right and everyone else should just accept it". That said, I have no particular beef with you other than that. If you help the mod to be better in the future, I can only benefit from it. The assets of yours I've already seen have been really nice. But you won't have things go your way all the time. Getting offended over nothing won't help your cause. EDIT: Also, calling a respectful discussion (argument if you will) a "waste of time" because your feelings are hurt, should definitely give pause to anyone looking to collaborate with your ideas in the future. I sure hope, for your sake, you didn't deem it a waste because I shared opinions that others in the forum also have (based on some of the reactions I've gotten) that just don't align with yours.
    1 point
  8. Stgatilov is a TDM dev and he quoted me. So I replied, even though I'm just reiterating what I already said. Since you're just bored^ and already wasted tons of my time, you're not going to get the same treatment. Now excuse me, I have an exciting little project to start
    1 point
  9. Even if mappers of the future were to take this to heart, it doesn't change the 100+ missions that already exist. And since you're so high on mappers' intent being respected, surely you wouldn't go and change their mission design after the fact? Hence why this new shader is even being discussed. I'm willing to give up on the immersive-sims argument, because that term encompasses so many different types of games (tbh I don't even know what it means at this point). But as I've brought up, junk has a gameplay-element to it in TDM. In games like Dishonored and Prey, where you are a literal god of combat, you'd have very little use for it. But then again, Dishonored games also support this customizable object highlighting, even though it's even less necessary than in TDM. They even have the in-your-face -option on by default. Finally
    1 point
  10. This is pretty impressive and looks like a hell of a lot less work than building the model manually.
    1 point
  11. You could select one of the faulty models, and then use the script "Select all Models of same Type". Does that work for you?
    1 point
  12. Not a questioon but damn! Today I learned that you can resize brushes that you've converted into func_statics WITHOUT first reverting to brushes, by pressing the tab key. THAT will save me tons of time, especially in situations where the func_static or entity is littered with spawn args, like when you need to resize a trigger box or those clip boxes inside chests etc...Before knowing this I used to copy the entity and drag it aside to save all the spawn args, and then reverted the original brush to worldspawn, resized it, and remade it to a func_static, and then added all the spawn args from the copied box...
    1 point
  13. In games there is nothing that can scare me, this is already taken care of by the electricity company bills
    1 point
  14. Thanks ZergRush and Roygato! It's got the same top-down perspective as Darkwood but it's not horror, more of a mystery. If you got through A House of Locked Secrets, you'll be fine here - much less scary :-). -Gelo
    1 point
  15. What Zerg Rush said, House of Locked Secrets especially is an absolute banger of a mission. Glad to see you're still kicking. The screenshots remind me of Darkwood, hopefully this isn't as scary so I can even consider playing it.
    1 point
  16. There is no doubt that I am going to give it a try, since Requiem and House of locked secrets are among my absolute favorites.
    1 point
  17. How in the hell did I miss this thread?!?!?! Now I feel even more awful. I knew he wasn't doing well, the few times we talked about it in PMs, he seemed very resigned to whatever happened. He never complained about it, always seemed to push on with his projects. At least he isn't suffering anymore.
    1 point
  18. May he rest in piece. Condolences to his friends and family. He has definetely been a column for this community and the mod and a helpful and kind person throughout. I can't tell how much I have learnt from him, especially in my beginnings, and I bet I am not the only one. May he and his work be an idol for us.
    1 point
  19. Passing by to pay my respects to Grayman. May his soul rest in peace and strength to his loved ones. It's sad but his memory lives on here in the Forums and in his creations.
    1 point
  20. I find this a wise decision, although I think it does not exclude a mission in his honor, as grayman has also done with Sir Taffsalots sword, another member who died some time ago. Mission that by the way, I played yesterday.
    1 point
  21. We had an internal discussion about this issue and we find that grayman very clearly stated that he did not wish for his pending FMs to be released, see quotes posted by stgatilov above. It would have been very easy for him to ask any other teammember to finish up his mission in case the cancer (which he was always talking openly about) took over. But he didn't ask anyone!! His words and actions leave no room for interpretation: He did not want his FMs to be release when he is gone! So, the team decided to honor his will. We will not be releasing his unfinished work in any way. Of course, Grayson, being his legitimate heir, may do with the missions as he deems right.
    1 point
  22. Thanks @roygato. Yeah the expert loot goal is probably too high, it might as well just say 'find ALL the loot'. That and... ...are down on the list to fix on a future update. EDIT: Regarding the comment about the building entrances: Most of the buildings don't have usable front doors to encourage vertical exploration. I thought players liked that? Personally I'd rather that than having to pick 10 different front door locks with guards walking by every couple of minutes.
    1 point
  23. After running around for three hours to meet the expert loot quota, I'm finally finished. Quite enjoyable. As mentioned, the end cinematic was a really nice touch. Don't see that almost ever, but it wraps especially these narrative-driven missions very nicely. The design is somewhat peculiar, since you can't enter any of the buildings the normal way, so you end up running this U-shaped gauntlet back and forth. Does Twistleton's place really not have a key to the front door? That's just cruel. The loot goal is one gripe I had. It is an optional objective, but it's also not very fun to try and achieve. I tend not to be a huge fan of having to find 99,9% of the loot, expert or not. You miss one pixel-sized object and you'll drive yourself insane. My final time was 2,5 hours; I reckon half of it was trying to find loot, which is usually a bad thing. I also have something to say about the secrets. The story Forgetting the loot-hunt, I did have fun. Looking forward to seeing more.
    1 point
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