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Showing content with the highest reputation on 08/26/21 in all areas

  1. And that's one reason why I love TDM: It's based on what games used to be in the late 90's, in the days of the first DeusEx or Unreal Tournament. We have modern graphics and quality assets unlike those times, but with the same raw gameplay based on feel and immersion rather than hand-holding and falsely trying to look cool. Players of AAA games nowadays are used to expecting boring coolness, games controlled and tailored to what gaming culture of the day wants, and told what they need to do every step of the way. I feel modern games are just poisonous consumer products which strayed 180* from what I once hoped virtual worlds would become... TDM doesn't do that thankfully, it stays true to what we should be using modern engines for
    2 points
  2. Having a larger community comes with downsides of course. There is no guarantee that TDM would end up with a high rating on Steam, given the quality of feedback and comments that you often see on there. i downloded this game it only has 3 misions wtf lol u guys are stoopid!!!!! DoEsN'T WoRK On WInDOW XP The player is far too weak and the weapons don't do any damage. I can't even win a 1-v-1 with a single enemy. Uninstalling this junk. no proper campaign all the missions are completely different you people need to improve your quality control The graphics look the same as the original Thief game. when are the graphics going to be improved? [someone actually posted that on our forum] You should have warned me this mission was crap so I wouldn't waste my time playing it [someone posted that too]
    2 points
  3. Phew, it's almost exactly been 3 years since my first post about my VR modification for TDM. Three more versions of the game have been released in the meantime, and with them come performance improvements that I feel it's finally viable to continue my work on the VR adaptation So without further ado, head on over to https://github.com/fholger/thedarkmodvr and grab the latest release. It's based on the future 2.09 version, but is fully compatible with a 2.08 install. Although I've tried to make the VR version use its own set of resources (separate `darkmod_vr.cfg` and shader folders), I'd recommend you make a backup or copy of your TDM installation to be able to get back to the flat version cleanly without effort. Please heed the README in the repository, particularly about the choices of VR backends. Some noteworthy information for this new version: performance should be considerably improved from the old alphas. That doesn't mean it's perfect - although the CPU bottleneck is now completely gone, the game is now severely fill-rate limited. So if you have a current-gen headset with high resolution and/or a weaker video card, forget about any supersampling or AA. I also strongly recommend to stick to stencil shadows and disable soft shadows and ambient occlusion - the latter isn't that impressive in VR, anyway, and simply not worth the GPU cost. And even then, there will be some scenes in some missions where reprojection is just unavoidable, even with the beefiest GPU. That being said, I have tried a multitude of maps, and I think it's very playable. the UI is finally usable! Both the menu and ingame HUD elements are projected to a virtual screen in front of your sitting position. It's not the most elegant or immersive solution for the HUD, but it works vertical mouse movement is excluded from the VR view - this was suggested by some of you way back, and I think it makes the experience much more enjoyable. It can make it a little hard, though, to aim with the mouse for actions like frobbing items, because there's currently no visual indication to where the mouse is pointing. I'm planning to add one asap, but in the meantime, you can equip a weapon to get a vague sense of your mouse orientation. If you do want to re-enable vertical movement in the view, set 'vr_lockMousePitch' to 0 in the console. Other than that, I hope you enjoy this new version. Let me know which improvements you'd like me to work on first. Also, there are probably any number of render and other bugs still left in there somewhere. If you find one, please report them over at the Github tracker (https://github.com/fholger/thedarkmodvr/issues), so I can keep track of them. Latest Update:
    1 point
  4. Well, currently about 1% of humanity is living free and while i don't expect that number to significantly change in the near future. While a sudden death of 99% of the population would certainly help a lot on stopping the ongoing terraforming, i somehow am not quite able to actually wish for that to happen though...
    1 point
  5. As someone who barely uses any single-use equippment, i obviously would have no use fgor crafting in the missions we currently have... But: If you can pull off Arx-Fatalis-level crafting and design missions in a way that single-use equippment is actually useful or even required for success - that would probably be some fresh gameplay i would like. Maybe it would be best to start small though: - Could start a mission with creating some picks on a workbench from metal scraps. - The original blackjack is just some leather sock filled with sand or granulated lead. Surely a textile sock and some moist sand could work for a night too... - Vine and moss arrows could be made by combining water arrows with some (enchanted? maybe we are somewhat pagan?) vine roots or moss. - Water arrows could be made from a regular blunt arrow (do not exist in the game yet, just a broadhead without the head) and some small water container (noisy on impact) or water crystal (magical?). - Basic cooking should be easy to pull off and giving away food is a pretty rare objective in current missions. - Copying keys could make sense when guards would actually start searching for missing keys and basically make other guards start searching too (not a real alert but effect is sorta same). Would need beeswax or clay for making the mold. Then put key back before it is noticed missing. Then get to some workshop, heat metal and cast it or file down a blank. Use copy to open (or lock) something. - Copying documents might also make sense in some missions. - Currently almost no social stealth exists in TDM. Disguises could change that. Maybe steal some clothes, adjust them to your measures and then be recognized as someone else (like in Hitman, but you have to alter the clothes somehow before you can use them successfully). - Making poisons and applying them to your broadheads or sword could replace the gas arrow and mine.
    1 point
  6. But this would not help the hundreds of already existing missions where the new highlight could reveal secrets the authors were hiding on purpose. If this can't be fixed by setting r_frobIgnoreDepth 0 as default I don't think the highlight should be included at all! I still remember how the core team refused to include exstinguishable oil lamps because this might affect existing missions. This seems to me much worse...
    1 point
  7. I already stated some of the above. Again, you don't want casuals playing this game, rating this game or tryibg to build maps for this game. There is no gain in my eyes except for popularity which doesn't necessarily mean good! popularity. I don't understand what benefit is there. Players who are interested in Thief style old school gameplay already know TDM..
    1 point
  8. Objectivity, the courage to judge own actions, and common sense are the best alternatives to self-indulgence.
    1 point
  9. Umm. I was asked to put the lockpicking bug in the bug tracker, and I have to say I'm having some issues with the tracker: First of all, I don't seem to be able to search. There are just under 2,000 issues shown, there's every chance my issue is already there, but I don't see how to check this. "Category" ... I have to select something, and none of the options seem relevant. What is Platform under Select Profile? At least I can leave this one blank? "Product Version" ... would be nice to be able to select the appropriate dev release, but at least I can leave this blank Ah well. Reported as https://bugs.thedarkmod.com/view.php?id=5715
    1 point
  10. If everyone had a level of consumerism that the US has, we would need 12 Earths to satisfy it. While policies of infinite growth are carried out as now, where the profits of a few prevail over the welfare of the rest and a percentage in the stock market more than a human life, the days of humanity are numbered. There were recently heavy rains in polar areas, the first ever recorded. We are not 5 minutes before 12 o'clock, but seconds and at the conferences of the climate, apart from cold buffet and selling CO2 quotas to each other, absolutely nothing happens. https://www.newscientist.com/article/2124366-forget-snow-rain-will-become-main-precipitation-in-the-arctic/ Washington beach, nice Our children and grandchildren will piss on our graves in gratitude
    0 points
  11. 0 points
  12. The only way a species can diverge into different "races" is, when there isn't much intercourse. So that can only happen on earth after global travel died. Interstellar travel is almost impossible without fusion power - which always was, always is and maybe always will be just fifty years away... Most countries are already dystopias, free will for the majority is always an illusion and most probably also know that. Greed for wealth and power doesn't really seem to die. The terraforming project also has already did enough harm - so climate will continue to get worse both politically and metheorologically for some decades from now. The future is all biblical plagues caused by humankind itself.
    0 points
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