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Showing content with the highest reputation on 10/27/22 in all areas

  1. Please say darkmode please say darkmode please say darkmode....
    2 points
  2. The sort of person who, if you gave him a spoon, would complain about it being convex, insist that you fire up your blacksmith's forge to make him a concave one, all the while subjecting you to a barrage of condescending insults.
    2 points
  3. Bethesda revealed another trailer the other day: I like it. The dark atmosphere pleasantly reminds me of Dishonored. I just hope that I can bear the playable characters. They seem a bit stupid, to be honest.
    1 point
  4. @thebighA clever person would just turn the spoon around. Just saying.
    1 point
  5. I just dreamed that I was on a Dark Tranquility concert and then the vocalist took me out of the massive crowd on the stage just to leave it with me and the band together. We went to the back stage where they showed me a game they were developing with the crowd outside waiting for the next song. Then we went out for dinner and ice skating in an abandoned mall. lol
    1 point
  6. I guess the issue is that The Dark Mod is just the one executable. It doesn't have a launcher since the means of browsing, downloading and launching missions is all integrated into the same program used to actually play the game. Which I kinda prefer due to its simplicity, but I suppose it does limit the number of extra features you can shove into the GUI. Technically I guess there's nothing stopping anyone from making a separate launcher. The code for reading the mission server, acquiring missions, unpacking and reading mission metadata is all there anyway. One could build a GUI application that would then allow the extra features you wanted, plus the information density would be much greater compared to the in-game browser. Even launching missions would be easy since you'd just have to change the currentfm.txt file and then launch TDM as normal. So yeah. Someone could write that I guess, as a side project...
    1 point
  7. Yeah I was watching someone else play Invisible War last night, and they brought up how all the characters they have encountered thus far in Invisible War who give the player side quests to complete, are so dark and sinister. They in fact compared it to the newer games, which they said side-quests are more about helping people and doing good. lol To be fair though, the later side-quests in Invisible war, which that player has yet to reach, aren't "evil" e.g. the one about finding out what is happening to students in the academy or cleaning the pollution. I think if the Xbox hadn't existed, DX2 and Thief 3 would have been superbly excellent games.
    1 point
  8. This is a mission bug. The quill is attached to Percys hand for writing, and removed once he stopped. But there is nothing in the code that checks on whether Percy is already holding a quill. This can cause a quill to be spawned although there already is one, and as the naming is fixed, you suddenly end up with two entities sharing the same name, which is not allowed. The attached modified script should solve the issue. It belongs in the maps folder inside the pk4. (I hope it is okay to provide the fix, it doesn't change anything artistical). tbm.script
    1 point
  9. I'd like to finish working on the user interface changes, it's taking shape already. A release is always a chunk of work, and since Linux folks tend to compile from source more than Windows users, I'd be inclined to not push out an emergency release. I won't be too long till 3.5.0, I'd like to keep the pace of doing a release every 2-3 weeks anyway. The UI changes are rather substantial, this is why it takes a bit longer than usual. After getting that back into master, I'm going to fix the most urgent issues like crashes or other annoyances, and 3.5.0 is done.
    1 point
  10. Since yesterday-ish, darkradiant is also available in bullseye-backports, so after enabling backports it can be installed with apt install -t bullseye-backports darkradiant
    1 point
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