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Showing content with the highest reputation on 05/05/22 in all areas

  1. IMPORTANT It is highly recommended that you play with shadow maps turned on to get full use of the new volumetric lights in 2.10. Go into Settings -> Video -> Advanced -> "Shadows Implementation" set to "Maps". Additionally it is recommended that you play with EFX and HRTF turned on. Go into Settings -> Audio -> Turn "OpenAL EFX" & "OpenAL HRTF" set both to "On". Author note Noble Affairs features a brand new female protagonist named Clara who comes with a new female voice set. Originally this mission was meant for the connection contest which is why you will notice a lot of references to Kingsal's Volta universe. Due to time constraints this mission was not entered into the contest and instead I decided to release this as a standalone mission. This mission takes place after the events of Volta 1: The Stone but before the events of Shadows of Northdale Act 1. This mission is dedicated to Grayman, may he rest in peace! - Goldwell. A big thank you first up to Epifire for his very helpful advice and putting in some really hard effort and creating some amazing custom models! Please check out his art station page: https://www.artstation.com/epifire I wanted to thank Amadeus, Dragofer, Epifire, Kingsal & Skacky for helping out by providing custom models, readable/text improvements and also general mapping advice. You guys have been incredibly helpful, thank you! I also want to thank my A-Star beta team who helped to squash many bugs: Amadeus, Epifire, Kingsal, Moonbo, Nbohr1more, Random_Taffer & Skacky. And I wanted to thank the fantastic vocal cast: Clara - Joy Hayward Shop keeper - Andrew Bartmess Produce Merchant - Epifire Citywatch guard - Random_Taffer I wanted to thank someone who often doesn't get enough love and that's Greebo who works very hard to create the tools that myself and all other mappers use. Dark Radiant is a fantastic application which is always finding new ways to innovate and improve the mapping experience. Without the work you put in Greebo there would be a lot less missions made, so thank you! Thank you to the Cryo Chamber label for granting permission to use their music throughout the mission. Please check them out at: https://cryochamber.bandcamp.com Thank you to Michael Ghelfi for his audio ambient tracks. You can find more of his work at: https://www.youtube.com/user/MichaelGhelfi And if you wish to support him he also has a patreon page: https://www.patreon.com/MichaelGhelfi And finally thank you to you, the player for playing my missions and providing all the wonderful support and feedback over the years! DOWNLOAD HERE (Requires 2.10) Version 1.2 File Size: 465mb
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  2. Where is the Eastern reading room? The easternmost room I could find is this: But I can't find any
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  3. Okay, when I started to play this mission, I had no expectations whatsoever. To say my mind was blown off is understatement of abysmal proportions - this was fucking awesome! Right from the opening intro, the nostalgic and bitter atmosphere permeates through and I did felt like I was playing Disco Elysium all over again for a while - it was bitter and made you think, but you couldn´t stop. It was only after first few hours I had to look and found out this was a winner of a contest - and deservedly so. From the masterful leveldesign - man, where did you learned this??? To map so good? - I have read in your comments this is not your first map, rather your first released one, but you deserve all the praise for it - it easily can rival Goldwells, bikerdudes levels, etc... - I am talking that kind of quality. It´s quite vast, but more importantly full of details, various new objects that can be taken and slowly unfolding story as you progress - which is quite subtle, as you have to "connect the dots" between various readables and what you find or saw. And what an intricately created world! I loved the fact there was a historic explanation of all the various cramped buildings and materials they are made of. When I mention readables - they are tastefully written (hats off to all the people writing and perfecting this) - what I saw here, is Golden Grail of well written readables in Thief/Darkmod missions. There is so many other things I would like to write about, but I have to run to my training, so I have only one plea: please, make more. Make many more and welcome amongst Taffers! PS: And few questions at the end:
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  4. With now full EAX support, and XRAM emulation too! From the log of UT3 (I use it as a benchmark) Init: ALAudio device requested : Init: ALAudio device opened : OpenAL Soft Init: AL_VENDOR : OpenAL Community Init: AL_RENDERER : OpenAL Soft Init: AL_VERSION : 1.1 ALSOFT 1.22.0 Init: AL_EXTENSIONS : EAX EAX2.0 EAX3.0 EAX4.0 EAX5.0 EAX-RAM AL_EXT_ALAW AL_EXT_BFORMAT AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_bformat_ex AL_SOFTX_bformat_hoa AL_SOFT_block_alignment AL_SOFT_callback_buffer AL_SOFTX_convolution_reverb AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFT_direct_channels_remix AL_SOFT_effect_target AL_SOFT_events AL_SOFT_gain_clamp_ex AL_SOFTX_hold_on_disconnect AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFT_source_resampler AL_SOFT_source_spatialize AL_SOFT_UHJ Init: Device supports: EAX4.0 Init: Device supports: EAX-RAM Init: Device supports: ALC_EXT_EFX Init: Found EFX extension with 8 effect slots and 5 potential sends Init: ...'reverb' supported Init: ...'equalizer' supported Init: ...'low pass filter' supported Init: XRAM : YES Init: ALAudioDevice initialized. Init: Client initialized
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  5. I'm silly. I keep forgetting about how a sufficiently-large developer can have multiple teams working on different things. Although I do remember reading that work on Mankind Divided only began proper once Thief had been shipped, so I just assumed it was the same people. Regarding the old school approach, there's commentary in the updated version of Human Revolution that mentions that once you've dealt with Sanders (the terrorist leader holding a woman hostage in the first major mission after the prologue), SWAT is finally allowed to enter the facility after being held back by Sarif's influence. Once this happens, most people (including me) normally finish the level by boarding the VTOL, but if you go and backtrack through the level you'll see SWAT units have now populated various areas of the facility and you can talk to them. The idea was to mirror the first mission of the original Deus Ex and how once you've dealt with the terrorist leader there, UNATCO troops populate the area in the same way. Except there you have to encounter them on your way back to HQ so they can't be missed, but there's no logical reason for a player to backtrack in Human Revolution for this mission at least so you'd never see them. Still, interesting detail and at least showed respect for its predecessor. As for Thief 4, I can't remember where I saw this (think it was a video), but in interviews before its release one of the devs talked about how a player can think that a game they enjoyed 10-15 years ago was one of the best things ever, but can come back to it later and discover it was all in your mind essentially. Then another dev reinforced it by saying it's all nostalgia and how games have come so far in such a short amount of time. In other words, it's a blatant attempt to try to steer people away from making comparisons to the original Thief games by calling them old and shit, since they know their product won't compare favorably. It didn't work.
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  6. No, they were different teams. The Deus Ex team decided to take and 'old school' approach to developing their game. I read an interview where designers would question designing maps with areas the player might never see and the team leads had to explain that this was how the older games did it and that it made the players feel like they discovered something on their own. Paraphrasing but that's the general idea. The designers were of the mindset that the map lead the player from point A to B. The team making Thief 2014 took the opposite approach and repeated all the same mistakes of Thief Deadly Shadows, only worse in my opinion.
    1 point
  7. dev16487-9919 is public. At the very least, the Linux crash should be fixed there.
    1 point
  8. I got around to playing this since I upgraded to v2.10 last week. I enjoyed it very much. It does have throwback vibes to other games, aka the bird-masked boat runner guy looks very Dishonored-ish. Also the loot animation grab reminds me of how Thief 4 did it, although I noticed that only arrows, keys and scrolls were animated, but edible food didn't animate. Just curious why that is? Either way it's no biggie at all and really enjoyed traversing all the areas of the game, horizontal and vertical. Seems like a great entry to showcase v2.10.
    1 point
  9. Agree, also the MS Defender don't let execute any contamined sources, but it's better to know, before the download. Anyway, it's not in any case clear if a malware has sneaked in. In last years there are several pages who use cryptomining pop-unders which use the CPU for mining. This you note only by a high CPU usage, even with no apps or browser active. To avoid this, you can use an extension, f. Exmpl. Miner Block, which works with a list and also heuristic. https://github.com/xd4rker/MinerBlock
    1 point
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