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Showing content with the highest reputation on 02/24/22 in all areas

  1. Good evening everyone, I hope this is the correct section. I'm writing and posting this just to say THANK YOU for this beautiful game, thank you so much. I'll say a lot of obvious things that all of you know much better than me, but I can't understate what I feel about this. The Dark Mod is far beyond what I believed to be the limits of free software/open source and community driven game development. Sure, there are massive (and successful) open source projects out there, the Linux kernel itself, and a lot of great gaming related stuff, but nothing in free/open videogame development (in my knowledge) seems comparable to this. A free, open immersive simulator (basically a new Thief) based on evolved id Tech 4 technology, seems far too good to be true, but it's done and it's real. And it's evolving and growing! I can't even start to comprehend how much work, passion and love had to be put into this, both engine/tools side and art/mission creation side, especially with a complex and advanced technology like id Tech 4. And I'm so impressed by the advances in engine technology and by the sheer amount of high quality art and missions, when I think about this I shake... I loved and enjoyed a great number of missions (still have to play most of the older ones), got (almost) lost in giant parts of the City, and experimented some of the most beautiful emotions I ever felt playing videogames. There are so many beautiful missions and campaigns out there, Shadow of Northdale, William Steele, The Painter's Wife, Penny Dreadful and many more, so many that I can't name all of them right now. I always was that guy that played Doom and Quake I/III, then another videogame (like Stalker), then return to Doom and Quake and their community works, repeat for n times...but at some time the videogame in the middle of the process was the first Dishonored and its DLCs and after that I was ready for understanding and loving TDM, which I started to play about two years ago. Now TDM is, in pratice, the only game I play and it's free and open source, and so good that's crazy. So, really, a huge thank you to everyone involved and a huge "wow" to programmers, artists, mission authors, and all the others. Can't say "thank you" enough. P.S. Not to mention that right now I'm in quarantine, isolated in a room with covid, so TDM basically saved my mental health and let me feel some freedom :) and so finally I've found the time to write this, I wanted to do this for a while.
    8 points
  2. I fully agree with OP. I don't post much but keep a close eye on the 2.10 release. I'm so grateful we have such awesome fanmade games available for free, which trump most AAA hand-holdy garbage that pass for games nowadays. Not to hijack the thread, but OP if you like imsims (free ones at that) make sure to check out STALKER: Anomaly. Fanmade + standalone just like TDM. https://www.moddb.com/mods/stalker-anomaly
    3 points
  3. This inspired me to download it again and get my butt kicked in the training missions
    2 points
  4. I was wondering if there was a way to prevent an entity type from appearing in the Create Entity list. For example: I'd like to not show the damage_* definitions, as they're not placed in maps and sometimes muddle my search results. Is there some sort of .def keyvalue like: "editor_hidden" "1" (the assets.lst feature to hide deprecated materials/models is very similar to what I'm looking for)
    1 point
  5. Congratulations on the release. Looking forward to another of yours
    1 point
  6. Really, one can't ask for more, it's already something incredible as it is right now. Yes, I definitely wanted to report some very positive feedback and experience. I really wanted to write this for a while, I felt like I couldn't play all this good stuff without (at least) saying to the devs how good it is for me. Glad to see the feedback is appreciated!
    1 point
  7. Thank you for the kind words and praise! I can probably speak for the team when I say that we are always striving to make people happy with this project and it is cool to see positive feedback once in awhile in comparison to endless bug reports, wishlists, and complaints ( we value those too though ).
    1 point
  8. It appears that all the things missing shadows are func_statics. The barrels, open windows, the frame around the door on the left, the awning on the right, the wooden beam above the hanging torch, all func_statics.
    1 point
  9. I also tried this on my other computer with the 980ti, and it only happens with shadowmaps. Stencil shadows work fine. It's object shadows it appears. If you load up the bakery job, the shadows on the open window disappear when taking a screenshot with shadow maps, but they remain with stencil shadows. Stencil Shadows: Shadow Maps: This is a clean Darkmod.cfg. Darkmod.cfg
    1 point
  10. Re: the safe there is a tip inside the silent dagger which gives hints there. Or if you're looking for a more direct hint Re: breaking into the fences shop, you'll find that key during the contract called Unwanted Guests Or a more direct hint
    1 point
  11. @Dave the Taffer, welcome to TDM, and yes, I think the same, since I tried TDM some time ago, with the first standalone version. It is certainly a game that stands out from all the other games that you find as OpenSource, what's more, it don't even have to be ashamed compared to commercial games. Adding a pleasant and friendly community, where it is a pleasure to participate. what more could you want?
    1 point
  12. I have updated the mission to version 1.2. Download link is in the OP. And thank you everyone for the kind words!
    1 point
  13. What a fantastic mission! I really enjoyed every element from the great audio/visual presentation to the fine detail and exploration opportunities squeezed into the layout. This is definitely a showcase for those new volumetric lights!
    1 point
  14. Congratulations on the release. I am amazed with your skill.
    1 point
  15. I finished the mission yesterday in a first run in Easy, I loved it, tricky, different with excellent graphics. But for some reason, despite having finished it, quite bruised and with quite good statistics (4 secrets, 2930 loot, stealth score 2), neither the ending nor the saves after finding the recording in the basement, were saved, the last savepoint when opening the game again is before I pick up this recording. Bug or local problem of mine? Anyway I will play it again, great mission apart of this issue. PD, nice guards in the factory.
    1 point
  16. 1 point
  17. Congratulations on the release! We've been so spoiled for excellent missions of late.
    1 point
  18. 1 point
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