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Showing content with the highest reputation on 08/17/22 in all areas

  1. The TDM Unofficial Patch is a personal project of mine to modify some small details that annoyed me in the core game. It wouldn't be possible without many others, so thanks to the whole TDM community for discussions and help, but especially to friendly modders who directly contributed code for it, like Obsttorte, Dragofer, Kingsal, Goldwell, Destined, and snatcher! You can find it under the link below and while over the years there was little progress, in recent times many things have been improved that I never even thought of when I started and some might be worth to be included in the core game. https://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-unofficial-patch Version Changelog: ------------------ v1.7 20.08.2022 ---- Made loot icon change right back to last tool icon, thanks snatcher. Added new whistle player skill to distract NPCs, thanks to snatcher. Made more lights extinguishable and added info for 4 beta missions. Corrected container bottom fix messing up drawers, thanks Dragofer. Improved unlit behaviour of moveable light sources, thanks snatcher. Corrected lit lamps set to extinguished in maps, thanks to Dragofer. Changed western empire maps so the location of Bridgeport is vague. Added several major city names to the small map, thanks to Kukutoo. Fixed frobing animation not working with bound and carried entities. v1.6 23.07.2022 ---- Improved extinguishing oil lamps, thanks to Dragofer and Obsttorte. Added frobing animation, thanks to Obsttorte, Goldwell and snatcher. Fixed container bottoms and training mission chest, thanks Dragofer. Made doors open faster when running, thanks Obsttorte and snatcher. Added more player tools to training mission and improved text there. Fixed Holy Water doing no damage and Hazard Pay not starting at all. Made all five oil lamps in Sotha's "The Bakery Job" extinguishable. Added blow player skill to snuff out small flames, thanks snatcher. Changed Unarmed icon to make clear that the player always has a bow. v1.5 02.07.2022 ---- Created Invisibility Potion out of cut Speed Potion, thanks Kingsal. Increased arrow head shot damage to both living and undead enemies. Replaced slow matches with easier to handle flints, thanks Kingsal. v1.4 10.03.2022 ---- Replaced Frob Helper with dark Frob Outline and updated to TDM 2.10. Made electric mine stun elite guards too and improved mission names. Renamed mission installation/selection UI mishmash to "activation". v1.3 21.02.2021 ---- Changed flashmine to stunning electric mine and updated to TDM 2.09. Edited more mission names and made threefold candles extinguishable. v1.2 26.08.2020 ---- Updated to TDM 2.08 and fixed custom holywater script compatibility. Added Numbers Scroll showing stealth and loot info, thanks Dragofer. Edited more mission names to avoid truncated descriptions in menus. Added default keys info to training mission and repaired cut lines. v1.1 03.02.2019 ---- Moveable candles can be extinguished directly by frobing the candle. More blackjack immune enemies and inextinguishable candles modified. The key frob distance has been decreased to be that of lockpicking. Holy Water bottles must be thrown directly, but they do more damage. The controls settings menu additions have been updated for TDM 2.07. New mission names have been fixed to fix format and spacing issues. Added looking up and looking down controls for people without mouse. Pointed bad prefabs container open/close sounds to existing effects. Added version info to starting screen and edited some new missions. v1.0 06.05.2018 ---- Many enemies will not become immune to blackjacking when alerted. Oil lamps can be snuffed by frobing, thanks Destined and Obsttorte. The controls settings menu lists that "use" can work on held items. Mission names were syncronized between download and online lists. The controls settings menu lists that "frob" can get or drop items. Astericks were added to official missions to move them to list top. Minor text and format bugs have been fixed in some mission infos.
    6 points
  2. "What? You again?!" Yes, I'm afraid so! After 60 hours of mapping in just under 2 months, Chase Mercantile's remake is almost ready for beta testing! It's bigger, better, harder and more complex than LBB's remake, so this time around I'm opting for a closed beta. If you've the time and inclination to spare, sign my GeoCities guestbook below and I'll send some DMs in a day or two!
    3 points
  3. You realize that you've hijacked both Kukutoo's topic and idea for a contribution? You've turned the discussion toward you and your patch, your new plans for in-game maps and whatever - even though this is a completely different idea than that originally explained? I was discussing Kukutoo's map. I agree with those who think you should start your own thread so you can talk about your idea for adding a map to your patch.
    2 points
  4. Sorry, hijacking the thread was not my intention. I will create a new thread for my patch...
    1 point
  5. It's a https server, hence it wasn't working. I don't have access to an http server it appears. Heck, I don't even know what difference the s at the end makes
    1 point
  6. Commit #10079 (source code) and #16607 (assets): cvar tdm_blackjack_indicate added (boolean, defaults to 1) to allow enabling/disabling the knockout preview indication new spawnarg added to the blackjack, knockout_range melee_distance controls the distance within you can hit the enemy, knockout_range is the maximum distance between the point were the trace hits the enemy and the enemies eyes below which a hit is taken into consideration for a probably successful knockout. I've played a bit and have no strong opinions regarding the values, but you are free to play with them and tell me if you think higher or lower values would work better. Returning to the old system is possible by changing the blackjack_viewmodel def as described in an earlier post. Switching between both systems within TDM or using the preview relyable with the old system is not possible atm. But I am not sure whether any of this is necessary.
    1 point
  7. The scripting language is Doomscript, which is a simplified version of C++.
    1 point
  8. @wesp5 Given authors can set their missions anywhere and we all love shiny new assets I am certain there are are some who would appreciate having a new asset to use for a world map if you posted one. Why you think you should alter the art and setting of author's missions - both elements of the story - is beyond me but I doubt that will stop you. All in service of what? This fictional universe diverges from the history of continental Europe almost 1500 years ago and features ghosts and werewolves, but somehow this cannot conceivably fit in that framework? Really the wiki goes through pains to specify that everything is a suggestion and what actually matters are the intentions of fm authors. They do not need you to decide this for them. I will say I don't want your map in my mission and ask that you please exclude it from your patch. I actually spent a lot of time trying to create some continuity with the larger world and building off of elements mentioned in the background on the wiki. I have readables which speak to specific geography of Bridgeport and the larger world which do not conform with yours. The conflict with Menoa features heavily as well with many characters being Menoan war veterans. I guess in your mind Menoa was Ireland?
    1 point
  9. We did some refactoring related to shadow modes, and as the result we can now easily switch between stencil and shadow maps on per-light basis. Starting from dev16599-10071, volumetric lights display properly with stencil shadows mode selected in settings menu. It works by forcing the particular lights with volumetrics into using shadow maps instead of stencil shadows. The special "volumetric_noshadows -1" setting is useless now, as well as the whole volumetric_noshadows spawnarg.
    1 point
  10. Agreed! A five-star mission. Goldwell, consider adding female "hmm" sounds to her next adventure: sound\voices\player\player_hmm_1.ogg sound\voices\player\player_hmm_2.ogg sound\voices\player\player_hmm_3.ogg sound\voices\player\player_hmm_4.ogg
    0 points
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