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Showing content with the highest reputation on 03/05/23 in all areas

  1. 2 points
  2. I fixed two spelling mistakes and one conceptual mistake ( body vs bounty ) then packed the mission and added it to the mission database. Thank you!
    2 points
  3. ...the same area as from the securtiy camera above, but this time through the eyes of an infiltrator: If you were to build my constructions in the real world, they would pretty much either collapse immediately or explode, or worse would happen. Shot taken from HHBAM, Mission #4: "The advantages of a union membership."
    2 points
  4. You should read the two topics here by gokuda and Martin as a sign of appreciation; apparently many people are longing for new missions. So the more people here ask for new missions, the more encouraging that should be for authors. By the way, it would be even better if many more players would post their opinion in the release threads of the respective missions; I think it doesn't matter if it's positive or negative. Because the knowledge that your own work is played by many people, might be motivating as well - and was also likely to give the authors a better idea of how many people were playing the missions in the first place. Personally, I would be very happy if there were many more campaigns (and there aren't many), because they are the only projects where looting really makes sense to influence the following missions as a player through purchased objects.
    2 points
  5. 1 point
  6. I'm working on one that's slowly coming along. I've got a self-imposed challenge that the whole thing has to fit in a 1536³ box. Skybox, "blue room", everything. The radii of speakers and lights are allowed to poke outside, but everything else has to fit inside. This is roughly the size of Thief's Den 1, so enough for a decent-sized house and a small city streets segment, with plenty of verticality. Wish me luck!
    1 point
  7. Next week, Epic Store has this freebie, which looks interesting: https://store.epicgames.com/de/p/call-of-the-sea
    1 point
  8. I spent way too long searching for this. I cannot find the thread but we had a long discussion about large vs small missions and I think the final tally was that most players and map authors preferred missions that were nearly as large or larger than the original Thief missions such as Baffords. TDM was partly a reaction to the smaller missions in Thief: Deadly Shadows and the hope was that we would eventually be able to offer missions that looked as good but were larger than TDS. Now we have some truly monster sized missions so the need to constantly create big mission might be excessive?
    1 point
  9. Figment 100% off on Steam https://store.steampowered.com/app/493540/Figment/ and Black Desert apparently but it's an MMO https://store.steampowered.com/app/582660/Black_Desert/ https://slickdeals.net/f/16485256-black-desert-pc-digital-download-free-via-steam Both end on March 9.
    1 point
  10. A crash playing mission wwtw (Who watches the watcher?) 2.11 very early on: Went downstairs from the starting area, wondering how to get out, picked up a board ... and bang! An invalid longjmp sounds pretty unhealthy. Will try again, and update this post accordingly. Edit: Sorry, could not repeat.
    1 point
  11. 1 point
  12. It's a shame, because I like the small-to-medium sized missions. I don't always have the desire to play a huge sprawling masterpiece. Sometimes I just want to sneak through the City streets, get into the mansion, steal Lord Frobley's crown and get out again in 45 minutes. Those are the missions I like to play and so they're the ones I tend to make.
    1 point
  13. Changelog of 2.12 development: dev16785-10319 * "r_shadowMapSinglePass 1" now respects noselfshadows flag (6271). * Continued refactoring in shadow maps and render-pass shaders (6271). dev16783-10307 * Backported new rendering backend to uniforms, should work like the old one now (6271). * "Auto" lockpicking difficulty now unlocks pin from after one cycle (6256). * Added "auto-search bodies" feature under tdm_autosearch_bodies cvar (6257). * Added r_shadowMapAlphaTested cvar for single-pass shadow maps (6271). dev16781-10289 * Added first version of direction and volume cues to subtitles (6264). * Allow subtitles to extend duration of sound sample (6262). * Improved slot allocation algorithm for subtitles, a subtitle no longer changes slot (6264). * Fixed bug that stereo sample plays for 2x duration due to length confusion. * Upgraded libpng and rebuilt third-party packages. * Internal fixes of depth bounds test asserts. dev16778-10275 * Allow limited mantling with a shouldered body (5892). * Fixed toggle creep and improved settings layout in the menu (6242). * Fixed bounding boxes of animated entities and particles, enabled r_useEntityScissors by default (6099). * Trigger call_on_exit before call_on_entry when switching locations. * Don't expand bounds of surfaces with turbulent deform (5990). * Removed "gui" spawnarg on GUI message to avoid first frame (6117). Changelog of earlier versions can be found here.
    1 point
  14. Intro: "East of the Rahen Mountain, there is a swampy area, a backwater of river Rahna. Approximately twenty years ago the Inventors Guild began their effort to secure the rights to the land and presented the construction projects of water dams and locks in endeavour to create a water trails for flat-bottomed vessels. The prospect of increased economic exchange between the plains and the mountain settlements prevailed over the objections of displeased neighbours and just five years later the water level in ponds allowed for flow of barges. Good mood of the local lord diminished though, as more and more crops and farms disappeared under the water, wells began to stink, and dysentery started to collect a heavy toll. Guild excuses that thawing and hardship of communication with lock's staff was to blame didn't resolve the crisis. What did, was a compensation - a one-off shipment of nearly half a ton of rock crystals. This aroused comments among people not normally interested in the Inventors and their dealings. People like me. The trail leads to one of inaccessible facilities of the bulkhead oversight in the network of ponds, where, the crystals are mined, pre-processed and sorted out. Several months later... Crossing the flooded and deserted five furlongs in one-man boat was risky enough, but I took my chances and tried to take the boat through the lock, to be closer to the guardhouse. The bulkhead mechanism was too complicated for one person to operate though. Now I don't have the means to go back and water scattered my equipment all over the pond. And with no boat the only way back is a walk along the causeway towards the mountains, but for that I will need to get a good supply of food and water, so not to loose my strength carrying the loot." Description: Break in into castle infested by undead. Thanks: TDM Team for great tool and their dedication in improving it. Bikerdude for working out all bugs, optimisation, improving graphics and readables details. Caer (from Polish Thief forum) for translating. Testers: AluminumHaste, Baddcog, lowenz, nbohr1more, adriannn (PTF), Nivellen (PTF). Build time: Basic playable version 1,5 months, final release after 1 year. Update info: Unbelievable how long it was under construction, but I hope you will enjoy exploring this mission . Can't name all things added to previous version -just tons of them. Known issues: Low performance in few spots. Game sometimes freeze a bit in area around building.
    1 point
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