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Showing content with the highest reputation on 03/28/22 in all areas

  1. I used to love opening the manual for the first time and flipping the pages real quick in front of my face whilst taking a big nasal inhale. Nothing better than new game manual smell. You just don’t get that anymore.
    3 points
  2. It's simply incredible how the story it's pretty the same worldwide
    2 points
  3. Why not just open the PC, disassembling it and bring the most important components with you, CPU, GPU and RAM? They are small enough to be put in a small suitcase. Then when you reach destination, you just need to find a new or used motherboard, box and screen and assemble a new desktop pc.
    1 point
  4. LOL...I am convinced that Tobin's apartment does not exist unless crabby reveals it. Even Tobin's reports said his apartment was within easy reach of his patrol route. It sure does not look that way to me if it's hidden that well.
    1 point
  5. No it was based on original idtech4 but has since changed way beyond it.
    1 point
  6. More people seem to be catching on to the mantra of "You will own nothing and be happy." I see it popping up more and more around the Internet. Big business will own everything forever, and people will merely rent it. PS: If I ever had to fight in a war and I lasted long enough to attain the rank of General, I would go by "General Jackass". It has a nice ring to it.
    1 point
  7. Would the D3 port of Trenchboom possibly be a better version? https://github.com/RobertBeckebans/TrenchBroom
    1 point
  8. Hi, If someone is interesting for mapping and texturing with trenchbroom, i found something interesting. 1 - Extract the zip in your TrenchBroom\games 2 - Configure your Darkmod folder in games settings. Now you can see the texture in your texture browser. https://zupimages.net/viewer.php?id=22/13/xwm8.jpg 3 - Make a room and texture it. 4 - Save your map and open it with notepad++ 5 - Delete line 6 ( "_tb_textures" .... ) and all the _ed with replace fonction. 6 - now import the map in DR, add light + player start and compile. Done. thedarkmod.zip
    1 point
  9. This is actually not true. The reason I wanted to implement this was to allow mappers to modify the gameplay in a way that causes players to actually risk something and for different kinds of overall gameplay. As I had tried to explain back in the uproaring discussion as you named it was that there was no intention to use this as a method to increase difficulty, as there were already other means to achieve this. So although using this will increase the difficulty, mappers can always outweight this by reducing the difficulty via other aspects (ai sensibility, lighting, equipment et al). Unfortunately this wasn't understood back in the discussion with the team members nor later on when discussing it with mission authors, as your comment illustrates. Dunno if this is some sort of language barrier or whether the opposition to ideas differing from the original gameplay caused this confusion.
    1 point
  10. Ehm, it is not entirely correct, in the first line it is not a question of greater performance with the stands, but of better cooling and more ergonomic handling due to the inclination. Although the cooling can be more or less efficient, depending on these stands, if they fit your laptop well or not, that is, if the flow produced by the built-in fans coincides with the air intake slits of your laptop. It is clear that these stands do not make your laptop faster, but they prevent overheating and thus lengthen its life. Good ventilation is very important in laptops, which by their nature cannot be as efficient as a desktop PC, due to smaller components and fans in a much tighter space.
    1 point
  11. Hello Bienie, Very nice atmospheric mission, congratulation, only now I had a time to play it Maybe the following is no longer relevant (I might had the very first publicly released version of this mission and maybe there were updates in between) but for what it´s worth: - I have read the previous comments and I too could not finish the main objective as I render unconscious The Cleaver, I am too the "blackjack first, ask questions later" + I didn´t even realized it´s the cleaver, I thought it´s a random thug, only few seconds later, when he was out, but since the game didn´t failed, I thought this is an expected outcome and it didn´t bother me until very end. ) I tired also put the Unconscious Thief the face down as one previous player suggested, didn´t work for me. - I was able to find 7 out of 10 secrets, the rest I had to look up - one I overlooked (I took it before, then I loaded an older save and took a different road and forgot about it) but the other two I would not be able to find out: - was not able to find the Marshall rat anywhere, where is it? There were several rats across the map, but I haven´t seen a single one with a red scarf around a neck. - Matilda´s ring: this one bothers me the most - I found the ring, I found the advertisement giving you clear instructions as to where to put it - only to try every damn window (I noclipped even to those above, I was so desperate) on the Fulke Street, not only on the north end, the whole street, but NONE of them activated the objective completion. So I guess it´s a bug. There was also this bug: This sounds I am complaining a lot, but I enjoyed your mission very much! I especially liked the Thief fan homage
    1 point
  12. Created and fixed: 5928 After inspecting this savegame and finding the most likely cause, I found a reliable way to reproduce it. It only happens if you load the game in a fresh TDM process, and if you saved game while holding/stringing the bow. Hopefully, this won't happen in future dev builds and in 2.11. Also, there is a minor probability that this change will fix crashes too, if they happened due to thread-unsafety of cvars system.
    1 point
  13. Awesome post Jedi. I get all of that. When I was younger I lived and breathed games. Every time I bought a new game, I had to sit down and read the manual (you got manuals back then usually 1/2 inch thick). Then if it was a new subject, I'd books to learn about that subject. Gaming has always been a huge stress release. Only now as I'm getting older has my passion for it begun to dwindle as there's so little new ideas for games, and it's all starting to look very formulaic like movies. Ubisoft is king of formula games, which is why I don't play them anymore. TDM though has gotten better and better with every passing year. More complex, more possibilities for creativity which is where I get my gaming jollies today. :)
    1 point
  14. I managed to port some of the shadow mapping code over to DR, it can now support up to 6 shadow-casting lights. Of course, it'll never be as pretty as TDM, and nowhere near as fast, but it's a start.
    1 point
  15. Tru dat! My first ever Thief experience was in 5th grade, when my older brother brought home a PC game magazine that had an Eidos demo disc with it. Included were demos for Tomb Raider 1 & 2, Legacy of Kain: Soul Reaver, Omicron: The Nomad Soul (wasn't effin' David Bowie in that game?!), Revenant, Commandos, and lastsly TDP. Some were just cutscenes, some were playable demos of the first level, so obviously I must have played Bafford's Manor about 200 times. Naturally I bought it and TMA and played the ever loving shit out of them. My dad must have taken them away about 10 times because he didn't want me playing M rated games, so I would just keep buying them at a different EB Games after he chewed out the employees for selling it to a minor. At one point I got my hands on a promo copy that was still Rating Pending, and I convinced my dad it stood for Role Playing so it wasn't as bad, haha. Fast forward a few years to TDS and I bought an original XBOX just to play it. Used to frequent GameFAQs and that's how I stumbled onto TTLG. Disappointed like most everybody else with TDS I learned about FMs, and went back to TMA for years. Learned about TDM around 2007 and lurked for a decade because my machine was trash so I was content to play old stuff til I got a decent rig. Always had the dream I'd like to make a Fan Mission of my own. Couple years ago I got a gaming rig specifically to FINALLY play TDM, and damn. It was like reliving my childhood. I played a bunch of the classics and helped beta a few FMs before I decided to take a crack at making an FM. Got stuck on the first dmap for 6 months before I had the courage to ask for help, and I'm ashamed I waited so long. The friends I've made along way, the funny convos and ideas tossed back and forth have been invaluable during this pandemic. Starting a family and a business leaves me with no time for a personal life, so it's no understatement that TDM and this community have been my primary source of stress relief for 4 yrs, and I wish to express my thanks to any who bothered to read this far. Not only that, but designing and building an FM has been the FUNNEST (albeit technically frustrating because I'm a dyslexic caveman) gaming experience I've ever had. I used to want to be game tester like all 10 yr olds, always loved making maps for old PC games and thought maybe a level designer or environment artist might be more feasible. I learned however, I am not cut out for the schooling and I'd never be able to find a stable gig. So this passion project helps fulfill those dreams I had as a kid, and I still get goosebumps every time I create a new room and plop some furniture and an AI in then test it. Releasing this mission really does mean A LOT to me, practically a life long dream come true. And the overwhelmingly positive feedback makes it that much better! Can't wait to make the next (much smaller) FM. Just want to say thanks to the community and this FM is just my small way of giving back. Thanks for playing!
    1 point
  16. Congratulations to Wellingtoncrab! Winner of the Christmas Connections Contest !
    1 point
  17. https://wiki.thedarkmod.com/index.php?title=Altering_the_savegame_behaviour_of_TDM It's controlled via an entity so you can isolate it to a specific difficulty. The TDM team will never modify any existing missions to incorporate this option.
    1 point
  18. Hi folks! Since there has lately been some doom and gloom over these forums on the dearth of fan missions in 2011, I thought I'd liven things a bit by taking a break from my main (XL-sized) FM and do some speedbuilding to get peoples' spirits up a bit;create a new, playable fan mission in a fairly short time span (I'm looking at the weekend plus a few more evenings);show newbies how easy it is to build a simple but good-looking mission in DarkRadiant once you have completed the beginners' tutorial. My aim here is not a dazzling spectacle; in fact, the exact opposite. I will use fairly simple architecture relying on basic brushes and patches to rough out the mission, and add extra detail through models, which come with your Darkmod installprefabs, collections of brushes, patches, entities that are saved and stored for reuse. A prefab could be an architectural feature, a machine, an entire building or a corridor. Here are editor images of a few I will be using: TDM already contains a bunch of prefabs by default. I will cheat a bit and include some I have built for my own levels - but once the mission is done, I will share them with you so you can use them in your own work. Prefabs and models are great because they are a painless and beginner-friendly way to make a level look good. Unlike models, you can retexture, modify, disassemble and combine prefabs very easily in DarkRadiant. This thread is not a tutorial per se, but I will add a few simple tips in quote boxes about things that are useful to know. So -- since I've still got an hour or so today, let's get going! *** Fiasco at Fauchard Street To begin with, here is the sketch of the level I'd like to build: It consists of one street, a few side areas and enterable houses. You will start at the north, and proceed to your target at the southeast (the house of "Lenderman", a pawnbroker), and be able to sneak through the place on street level, or climb up to higher places to follow the thieves' highway. The front will be guarded, but there are going to be other ways inside... My idea is for massive, ancient construction, so I will be using thick walls, support beams and such to create a feeling of weight. The beginnings of the level: My starting area is a big sky-textured box with nothing in it except the player start and an AI. I also have a skybox (which supplies an animated sky with clouds and celestial bodies) and a starting equipment list off screen, which I copied from another mission. You can also use the startpack offered here if you'd like more stuff. For the time being, I have sealed the entire level in the box so I can compile it in its current form without a leak. At a later stage, I will remove these walls.
    1 point
  19. one would allmost belive this whole misery to be part of a plan... one catastrophe after the other to keep the lowest population classes from gaining on the midle classes in terms of rights. no we cannot afford this now after covid, no we cannot afford this now theres a war going on, no we cannot afford this now because the sun is blowing up eh ? strangely these events allways turn up when there is talk about upping the living standards of the lower working classes.
    0 points
  20. They say he was run over deliberately but, given the bumbling ineptitude of the Russian invasion so far, I wouldn't put it past one of their generals to get run over by his own men accidentally.
    0 points
  21. https://timesofindia.indiatimes.com/world/europe/7-russian-generals-dead-one-of-them-run-over-by-own-men/articleshow/90466929.cms Holy crap... Reminds me of Goldeneye 007, running enemies over on the tank levels made such a great sound. I can't imagine how nerve-wracking and disturbing it would be, to be out there on a battlefield with a bunch of guys who really don't want to be there, and might decide to run their own commanding officer over on a whim. I mean the concept of fighting in a war is already disturbing enough, but when you know that even your own side isn't actually on your side, it would be way more frightening.
    0 points
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