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Showing content with the highest reputation on 12/04/21 in all areas

  1. Hmm, I experimented with both r_postprocess_gamma and r_ambientgamma, toggling between one active and one not. Need to play around since I'm not sure what I prefer. r_ambientgamma will at least not mess with the menu and HUD elements, but the lights are stronger in intensity if I use r_postprocess_gamma. Solution: if the gamma is too low, use a bit of both. In my case I found that instead of having ambientgamma at 1 and postprocess_gamma at 1.2, I split the difference and set both to 1.1. The end result is the same amount of ambient gamma in the level, but I also get a partial increase in light intensity without it being overblown/washed-out. Anyway, everyone has their own preferences but that's what now works for me and I'm happy I finally got a balance I like, since my obsessive nature was causing me to... obsess over this until I worked out a solution.
    2 points
  2. This one was great fun as well. Several times when I thought I went through a particular part of the neighborhood I suddenly found a new place I haven't seen or a new way to traverse the area. Despite that I spent some time reaching the loot objective, the last 100 gold was a bit of a pain, only to find out upon finishing there's almost 1500 gold left who knows where and to recall that I saw an entry into the sewers which I forgot to explore at all. Oh well. The readable about being trapped in the city and the one mentioning boofing made me laugh. I also thought it was funny that one of the brothel rooms and the interrogation room contained almost the same tools.
    2 points
  3. After several months of hard (although very enjoyable) work, I’m proud to announce the release of my first FM - “Cole Hurst 1: Eaton”. Mission description In the northern town of Eaton, Lord Mayor Zelmer is hosting a lavish party at his luxurious estate to celebrate Eaton's establishment... The city's elite, a famous musician and even the Queen will be partaking in tonight's festivities. Screenshots Download “Cole Hurst 1: Eaton” should already be available for download in the game, but you can also grab a copy of version 1.0 from here. To install this copy, simply place the downloaded file named “ch1_eaton.pk4” in your “[the dark mod]/fms/” folder. Notes I would say this FM could primarily be considered a “traditional mansion heist” mission. These were by far my favorite type of Thief 1/2 levels which I have very fond memories of playing through as a child. I suppose this is my humble attempt to create something vaguely similar... I have tried my best to make the story, the readables and the conversations as interesting as I could and so I really do hope that some of you will find it enjoyable. The mission features: I already have some relatively concrete ideas for a follow-on mission in mind, so hopefully I will have time to continue my mapping efforts soon(ish) :) Contributions I have been overwhelmed by the amount of people interested in helping me with this mission. A huge thanks to each and every one of you! Story Kelly Hrupa Voice actors: twhalen2600 (AKA @Benny_the_guard) Kelly Hrupa Testers: @Acolytesix- brisk puzzle solver @duzenko - the man with the admin tools @JackFarmer - objective wrangler @Shadow - a certified spider-monkey who refuse to stay caged @Cambridge Spy - an eagle-eyed book-worm @wesp5 - eager candle-snuffer @madtaffer – readability advisor @prjames - spider assassin @suzy8track – book magician @datiswous – destroyer of crates I would also like to say a special thanks to @Dragofer who has been very helpful with debugging and general advice in cases where I had absolutely no idea what to do. @duzenko has also been very responsive to any game-related bugs that I’ve encountered during the beta phase and also thanks to @nbohr1more for handling this release for me. As I am completely new to mapping in general, I also found @Springheel‘s wonderful TDM New Mappers Workshop extremely helpful when I was first getting started, so thank you very much for creating it. Known bugs/issues While this mission has spent quite some time in beta testing, I’m sure that some of you will discover shortcomings that my wonderful beta testers and I have overlooked. In that case, please do get in touch and I will make sure to address it (to the best of my abilities) in a future update. There are unfortunately also a few (primarily cosmetic) things that I have been unable to solve – at least for this release: The small church model used in Gatwick square has low-resolution textures applied Some picture frames do not match the original frame after being stolen Strange looking shadows on the greenhouses in the garden Visible vertical lines on some interior walls Various gaps/holes in some of the models that I have chosen to use The female mansion lobby guard occasionally sound like a dude
    1 point
  4. Vote TDM for MODDB's Mod of the year 2021. To do this, just go to the TDM page on MODDB and hit vote now button. (no account or other registration procedures needed) Count down timer: https://www.moddb.com/mods/widget/moty/the-dark-mod?year=2021
    1 point
  5. Congratulations on your first release! Had a lot of fun playing this one, and for a first release you did an excellent job! The flow of the mission was fun, starting out at home and traversing through the city into the mansion. From a map making perspective I thought your use of existing assets was really clever, for e.g. scaling up that boat toy on the harbor. When I first saw it I was wondering what that was and had to noclip into the area to verify. Very clever! Overall an excellent mission man, some great readables and level flow, a fun story and plenty of good conversations thrown into the mix. Really looking forward to playing what you put out next!
    1 point
  6. The old 2.09 security camera had a fairly simple movement model, simply fetching the spawnargs for sweepAngle and the sweep duration, then adding a gradually growing fraction of the sweepAngle to the starting angles, multiplied by -1 if negativeSweep is true for that sweep. I could imagine that there's sometimes a problem with setting the initial value for negativeSweep based on the value of the sweepAngle spawnarg. The 2.10+ security camera still makes use of sweepAngle and negativeSweep, so I wouldn't exclude it still happens there, but altogether the movement code has changed a lot to allow the camera to horizontally and vertically track the player's position and later return to the closest sweep position. negativeSweep is now calculated every time the camera initiates a rotation, based on the sign of - in most cases - the shorter route towards the targeted position. In exchange, the two ends of the regular sweep are calculated and stored at spawn based on current angle + sweepAngle, so negativeSweep no longer plays a role for setting the camera's sweep range. It'd be interesting to know if any of your beta testers happen to be using 2.10 builds, and also how the room fares for you yourself if you were to use a 2.10 build yourself. Its release shouldn't be that long off in any case.
    1 point
  7. @Filizitas, @JackFarmer To bypass age and country restrictions and forced accounts, you can use one of these services, put only the title you want to watch. https://playtube.pk https://www.seekmash.com The video you want https://playtube.pk/watch?v=pKWB-MVJ4sQ Fuck YT
    1 point
  8. Glad you enjoyed it! I don't think you missed much by not going in the sewer, it's only meant as an optional entry into the Watch station, no loot down there. You found some of the hidden readables there huh? There are a few of those strewn throughout the place ^^
    1 point
  9. Thanks, I'm glad you liked it! I don't think there is a way to get up where the archer is, at least I hope not, because behind him is a dark, empty abyss there is, however, one place where you shouldn't be able to get up, but you can with some acrobatics. I've left a little something up there for those few players who will find it Have fun with the replay of the whole series, I think you will have fun, seeing as you took the time to explore everything and even found all the secretes! I do tend to add little tidbits that are too secret to be official secrets lol.
    1 point
  10. 1 point
  11. Thanks Bluehawk ! Actually I already found it and was coming back to post that. I was on the wrong side of the map and when I found it, it was kind of like " How did I miss that?" I went by it a few times ! Bienie, thanks for the mission. That was good stuff. Is there a way to get up to where that high archer is over the Market? Messed with that a bit but will try again soon. Am going to replay all of the COS Missions in order now.
    1 point
  12. How many times has TDM won Mod of the Year? Looks like in 2013, but how often does a mod win more than once? I'm gonna vote for it regardless of course.
    1 point
  13. Thanks Dragofer. I hadn't even considered editing the .map file in the .pk4. I didn't realize it was plain text. I am running a map right now with the no-ko set to "Mandatory off" rendering the objective optional. I am still working on learning DR. I think that addresses my immediate bloodlust and makes it possible to "un-mandatory" objectives on maps I had passed over to avoid the no-ko/no-kill. Appreciated. CV
    1 point
  14. @JackFarmerI think you need to use a different script event to switch it back on. The torch is a model entity that spawns a light at map start, and I believe On is designed to be called directly on the light entity itself. It should be enough just to sys.trigger the torch, which would cause its tdm_light_holder scriptobject to switch the light on. Might want to find another way though if theres a risk the player mightve relit that torch with a fire arrow or candle. IIRC there are also S/R events for switching extinguishable lights on, but they too might be designed to be used on the light entity directly. For 2) the problem seems familiar, youre probably not the first to have it. Will have to think on it.
    1 point
  15. 100% off Crime Cities on GOG https://www.gog.com/giveaway/claim https://www.gog.com/game/crime_cities https://en.wikipedia.org/wiki/Crime_Cities
    1 point
  16. Not gonna participate in this one I'm afraid. Still working on my mission though
    1 point
  17. Glad you enjoyed it! If it provided you with 80 minutes of fun it was still a success I would say! I definitely know what you mean about the main objective being too short. It's kind of a feature of the CoS missions, but don't let that deter you! I will try to in future make more involved main missions while not compromising too much on side content. Spotting mechanics in TDM can be a bit fickle sometimes, but through all the testing it seemed to work well enough. I made sure the shadows were nice and deep in the manor where light didn't reach. But when an AI randomly spots you through items there's not much you can do... Luckily it was a one time event. If you liked this mission I think you'll find the others enjoyable too, especially 2 and 3 which definitely have a bit more meat on the bones of the main objectives.
    1 point
  18. Good catch on the readable, I didn't realize. I think I renamed her during writing the readable for some reason. Those are some nice observations you made, a diligent reader and theorizer ^^ but the two things that I was referring to is a very special item in a hard to reach place, and a readable that is kind of suggestive and funny. Maybe a second playthrough will reveal even more nuggets
    1 point
  19. I'm glad you enjoyed it, sounds like you explored every nook and cranny as usual! There's still a couple of things I thought would have garnered a reaction that no one has commented on, probably nobody found them yet hehe. There's always that one weird bug that inconsistently rears its ugly head... without fail every time I release a mission. Sounds like I may have to replace that chest with a boring old footlocker...
    1 point
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