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Showing content with the highest reputation on 06/12/21 in all areas

  1. https://www.humblebundle.com/store/surviving-mars-deluxe-edition-free-game
    3 points
  2. Angling along alleyways, gliding among gamblers, fleecing the financiers, and lip-locking the ladies... Here's the prequel to the earlier-released "Away 1: Air Pocket". That was a bite-sized nautical adventure, but this, the back story, is a full-featured offering. Version 2 (V2) Now Available (2022/03/24). Also BONUS illustrated document: Making of Away 0's Video Cutscenes Why Version 2? V2, built under TDM 2.10, is primarily a spit-and-polish release with little impact on the storyline. While a few of the many changes will be obvious to someone doing a re-visit, most are minor improvements. Also, you can now replay cutscenes without needing a workaround. For more, see the Release Notes. Probably you should wait until after you've played the game at least once to check the docs below out, to avoid getting too many hints. if you get stumped, the Maintenance Guide may be helpful, or the forum thread here. Additional Documents, Available Here and Within the .pk4 These are also included within the .pk4 in the /supplementals/docs/ folder: Away 0 V2 Credits & Acknowledgements.docx Now crediting those with suggestions about V1 Away 0 V2 Maintenance Guide.docx Includes information for potential translators Away 0 Use of Historic Paintings.docx Unchanged from V1 Additional Documents, Available Here Only Away 0 V2 Release Notes - Changes from V1 Release.docx Of most interest to folks giving feedback on V1 BONUS (and NSFW): Making of Away 0's Video Cutscenes.docx Alternative Downloads It is recommended to simply use your installed TDM's mission downloader menu to get this FM (now V2). But if you want to bother with a manual install, here's a link to fetch it: away0.pk4 Version 2 While Version 2 is dmap'd under 2.10, it should still work under 2.09; there are no 2.10-only features used. If you run into problems under 2.09, you can reinstall the old version from here (for a while): away0.pk4 Version 1 (original). Does not includes the Dec 16 2021 patch for then-upcoming TDM 2.10
    1 point
  3. Here's the DR 2.13.0pre3 build for every interested mapper to test. For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/1cLLk3L44W-53dEn4Ax7HX-3r3Rm4dmrC/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1gPMjVFci8w8yk0ZpdCSWNqIHj2JNtosB/view?usp=sharing Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 2.12.0 can be seen on the Bugtracker changelog, here's the summary: #5623: Merge Map Feature - import only the changes of another map with the ability to preview and choose #5603: Ability to choose from several different pointfiles (to support the TDM internal leak reporting feature) #5628: Some ASE models do not load #5620: Prefabs importing miles away #5608: Path entites rotate 15 degrees, each time when dragged. #5555: Crash when activating GameConnection Feature "update entities on every change" #5609: Model previewer not displaying ASE or LWO models #5607: Crash when selecting an MD5 model in "Create Model..." menu #5602: Crash when activating the Material Editor in Doom3 game config Changes since 2.13.0pre1 #5639: Support Layers when merging Maps #5638: Support Selection Groups when merging Maps #5642: Entity & Speaker windows don't remember their size #5632: Restore non-uniform scaling for texture browser #5634: Paste material-header to surface from clipboard with hotkey #5637: Increase maximum zoom level of 2D views #5629: "Shift textures randomly" shifts all selected faces by the same amount #5621: Display editor_usage in the Entity Inspector window when "classname" is selected Changes since 2.13.0pre2 #5561: Refresh entity inspector when reloading defs #5107: 'Change game/project' fails to save if a decent-sized .map was loaded #5652: Reload Defs is messing up the entityDefs #5651: Crash when using Reloading Defs after placing an Entity #5557: “Choose entity...” button for all def_ spawnargs #5649: CTRL-MMB in orthoview: place camera at height of most recent selection #5650: Add "Show Material Definition" to ShaderSelector tree views #5643: Three-Way Map Merge #5634: Paste material-header to surface from clipboard with hotkey. #5635: Selection by coords possible through the console or scripting Thanks for testing, as always!
    1 point
  4. Thief itself. The first moment I played it, I thought I wouldn't expect much, but...Despite being a very old game and I played it in 2016, I was amazed by it anyway; the graphics, the sound, the audio system, the music. Just about everything about the game was amazing, even the combat system. I wasn't much into Stealth games, I actually hated them, but I always wanted to know what is this game, that is nothing more but something simply named "Thief". Why such a mundane simple name? Also, it helps that back in 2011 I saw it on an old now-defunct "gaming" TV channel ran by Italians. And there is this one moment, when I was playing my first mission, I was already having some "feels" just from the tutorial, but the first mission...The moment I blackjacked that guard, I felt like I made quite an achievement, like a little kid jumping happily 'cos he found something out and his parents are cheering (more like spoiling) him about it. And then I got down the sewers, I was already mad 'cos I'm one of those neurotic taffers that hate sewers so much, I might as well be Civvie's uncle (because I'm older than him, Gen-X and all that; live young, die young, baby!) But something got me. You know what it is? The music. The sewers just...Well, it just felt so good being in such a shitty place for once, with that amazing music playing. Eric Brosius is a Legend, he must be a demigod put to Earth and he doesn't know it, not like anybody should know. The sound and music design he makes is out of this world, it made me feel so immersed when I played Thief. Just about ANY sound, ANY song he makes for Thief, it gives me that feeling I don't always get, that feeling of "Relaxation", that feeling that everything is good, for once I really get that one moment to stay away from all my fucking shitty problems and just enjoy "life" by doing something as mundane as playing an obscure old game. Thief is something, Thief became my second top favourite game (the first one is Neverwinter Nights, the nostalgia that one gives me) and the only thing I regret is...Well, playing it on Summer, when playing it on Winter could have been MUCH better. (Quite a petty regret, I know, don't mind it too much) But alas, that's how it happens, and I can always replay it anytime, any day, maybe even when I die, because that's how amazing Thief is, it should let you to remember it even in death.
    1 point
  5. Sorry, no plans for mapping (except the next update for HHTLC) before September. If there is time this summer, I will just expand grayman's original story draft for TBM. @greebo: All these cool new features in such a short time period, amazing! If you need a break, get on your car or take the next train and come over to my place! I then will organize for a BB (Bavarian Barbecue) with fireworks and loud rock music honoring your efforts future generations will still talk about! Jack
    1 point
  6. On #5623: Merge Map Feature - import only the changes of another map with the ability to preview and choose: It currently works with two maps only. The one you pick in the dialog will be analysed and the difference can be merged into the currently loaded map. On clicking "Load and Compare" DarkRadiant switches into "Merge Mode", where the changes can be selected only. It's not forbidden to mess around with other nodes and do editing, but DR will try to prevent you from doing that, it's encouraged to only inspect and reject incoming changes. Additions are highlighted green, deletions are red, modifications are blue. Entity key value changes are visible in the Entity Inspector. Each change can be selected and rejected by hitting the button in the Merge dialog or by deleting them using your regular delete keybind (Backspace). Once you're happy with the import, you click on "Finish Merge Operation" which will apply the changes (that have not been rejected) to your map. This operation is undoable, so you can hit Ctrl-Z to switch back before the merge. If you don't want to import anything and maybe just want to have a look at the map comparison, the merge can be aborted anytime without altering your map. It won't merge Layer information and it won't merge Selection Groups. I haven't looked into that yet, it's more involved. Right now, everything that is imported goes into your active layer, iirc. There's more to come. I plan to work on a three-way merge, where editing conflicts can be recognised and resolved. And of course the vision of pushing and syncing your map with some VCS server would be something I'd like to see implemented (not least because I want for my own work).
    1 point
  7. On #5603: Ability to choose from several different pointfiles (to support the TDM internal leak reporting feature) It recognises the special .lin files which are created by TDM's map compiler to diagnose internal leaks. If there is more than one .lin file available for the current map, the File > PointFile... option will show a list to pick the pointfile to display. If there's only one pointfile available, it will bypass the dialog and work as in previous builds.
    1 point
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