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Showing content with the highest reputation on 06/08/22 in all areas

  1. The Adventures of Thomas: Lucy's Quest Author: gg 2022-06-20 Version: 1.1 Required TDM Version: 2.10 or higher EFX: Yes ============================================================== Cautionary note: This FM needs a strong CPU/GPU combination sufficient to play the more demanding TDM FMs. Just as for many or most of the new FMs being released with the new gfx possibilities opened up it does a world of good to tweak the advanced video settings for the best combination of settings for your PC. For example, on my weaker laptop I set shadows as stencil and soft shadows off. On my desktop I set shadows as maps and soft shadows medium. Bloom off. Ambient occlusion off. Since the FM was built and extensively tested at these settings I believe either should produce a satisfactory experience. ============================================================== Sound Credits: freemusicarchive.org music Aislinn04_-_Aislinn_-_Lovely_Maria freesound.org klankbeeld_horror_1 freesound.org/people/CarlosCarty/sounds/522687/ om_aum_mantra_male_chant_bb freesound.org/people/Still%20Frames/sounds/37720/ still_frames freemusicarchive.org music The_Mind_Orchestra_Bruwynn tecknic.bandcamp.com/album/the-dark-mod-ambience-and-atmospheres Zack Bower Ancient_2, _3, _5. Solemn_1 freesound.org/people/Jagadamba/sounds/256006/ group_chanting_om_aum ============================================================== Thanks to: The TDM/DR developers for producing such a beautiful machine. The keepers of the wiki pages which are looking very good these days. Sotha for his invaluable tutorial "The Bakery Job". This tutorial is a jewel. Springheel for creating an atmosphere. Bikerdude for... ideas how to do things and scale things. Playtesters and advisors Dragofer, wesp5, datiswous, shadow. datiswous pointed out some immersion breaking lighting faults, so I got the idea. wesp5 gave me some good advice on how to tell the story - so it's more understandable. Dragofer gave me some early advice on optimizing the mission, which gave me a couple of months work with results that are well worth it. Dragofer wrote a script which optimizes CPU calculations of AI interactions. Shadow helped by testing the script, as well as testing other attempts at optimization. With the script in action only the minimal of AI interactions in the player's vicinity are called to be calculated. The script provides a general benefit but the results vary from computer to computer. The script targets a CPU task. ============================================================== Gameplay: Notes attached to objectives contain essential information on gameplay, on who the good/bad guys are, on what the player must do, and why. Mandatory objectives are linear, directing the player along a route to the goal. Optional objectives can be completed anytime. ============================================================== CAUTION: spiders, rats, undead, necrophiles, cannibals, psychotic thugs, and some generally unsavory characters. No snakes, though. The spiders ate them. ==============================================================
    4 points
  2. It's a custom track that I made for the intro but later got used in HHTLC as well (when the player dives down to the underwater station). That was actually my intention at the time as I'm a passionate fan of the old Tomb Raider games and these games set the benchmark for me when it comes to feeling isolated. I have a rough idea of what you mean. I think that has a lot to do with the oversized space. Maybe like walking across a huge empty square and therefore feeling watched. There is (I think) a scientific name for this. Fun fact: Originally, the Master Thief was supposed to appear here and there (sitting on a wall in the distance, leaning against a wall, crouching on one of the chandeliers, etc.) and monitoring the protagonist. Unfortunately, back then I didn't know how to implement it technically, so I left it out. Well, some other players mentioned in forums and PMs that this mission is somehow strange, so you are not alone with your experience. And you're right, I certainly didn't intend it that way, but as I said, your explanations in connection with the weird XL spaces and architecture, that somehow makes sense to me. @BabberoniSo, thank you for your comment and thank you for playing! Nailed it. Nope.
    2 points
  3. This is a status update.
    2 points
  4. Yeah I know, it's a translator. But in this case it seems unnecessary. There are situations when the Linux build of a game can sometimes be inferior to running the Windows one in WINE/Proton due to lacking functionality or odd quirks, but for the most part TDM doesn't have many issues from my experience. The purist in me just twitches when I see an unnecessary translation layer being used when the native one is right there.
    2 points
  5. Glad you like it! I don't think I ever changed the fog from the first beta though The hanged man is an unique entity def thing. I downloaded the necessary files from the forums. Sotha was (at least) one of the creators. Bottom line, it's not an ordinary rag doll with a rope attached. I don't know how to create a gibbet though... Here is the package. https://drive.google.com/file/d/0BwR0ORZU5sraX3k2QWhZZEt2VUU/edit?usp=sharing
    1 point
  6. Gamepad works on launch. I use the mouse touchpad to navigate the menus. That is true. FM optimizations are a big deal. Are most opening scenes locked at 30fps? This is the process I used: Go into Desktop Mode Download Chrome from the Application Manager Download tdm_installer.linux64.zip Unzip+download in /home/documents add TheDarkModx64.exe as non-steam-game set compatibility to Proton 7.0-2 Profit
    1 point
  7. Ok, I found some issues, yet I will say I could actually play this little game on my mom's 6 year old laptop. Was a bit bumpy with the frame rate, but it worked. The bigger FMs just crash it.
    1 point
  8. I have my FM I started around 2003 I still tell myself I want to finish someday. It's great to see mappers coming back to projects. I like that this game will always be around. Whatever else happens you can always come back to it.
    1 point
  9. Sweet Mother of Mercy... You know, I was just browsing The Dark Mod FMs two months ago, I played one that was in a soon-to-be-haunted church, I know you made more than just that one, they were all great missions. Sadly I didn't replay all because it was getting hot in my place, I like to play TDM when it's cold, you know? I was wondering as to what happened to you, you make some great missions, I was actually hoping you'd come back. My wishes came true! And it is also almost my birthday! I am so happy to see you return and ready to continue making a mission! As much as I would like to try the beta, well, can I try? I am very busy these days and with low motivation, but I don't wanna pass a great fan mission either.
    1 point
  10. The bits are the digits and the byte the whole number (a bit simplified). It basically means that you use a number of which each digit represents a specific state. Similar to how they work in everyday life, where each digit corresponds to the amount of different numbers (ones, tens, houndreds, ...), just that now they stand for different keys. But as stated this level of abstraction is not needed here. Yes, but it is mostly 6 grade maths I dunno if it is bokers, as it depends on what you are trying to achieve. I think I just don't understood exactly that. My interpretation of what you have written was that one key (22) opens door A, the other (47) door B, but having both (69) also allows to open door C. The last part doesn't make sense to me, so you probably meant it differently. Just for learning sake as you implied: The bit approach would be like one key is 10, the other is 100. Having both corresponds to 110. But it also works the other way round, as there is no other combination of keys that lead to that number. Or more in detail: Say you have 4 keys. key 1 corresponds to 1 key 2 corr. to 10 key 3 corr. to 100 key 4 corr. to 1000 So depending on which digits are nonzero, you can exactly say which keys the player possesses. Is the number 1011? Then he has key 1, 2 and 4. The power of two stuff comes into play as computers use binary numbers, not bundles of tens. The math is the same, though. The number bundled is completely free to choose, has not always been ten in the past (just think of the clock or the names of the numbers) and is only ten nowadays because we have ten fingers.
    1 point
  11. Sanitarium giveaway https://www.gog.com/giveaway/claim
    1 point
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