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

  1. Surrounded by greedy noblemen and treacherous siblings, Lady Kamila Leicester gets more than she bargains for after acquiring an ancient tome and performing the dark rituals within. Bikerdude, Wellingtoncrab, Dragofer, and I proudly present Grayman’s FM “Seeking Lady Leicester.” Notes - TDM 2.11 or later is REQUIRED to play this mission. You can get the latest TDM version via the installer or here. - Seeking Lady Leicester was originally a work-in-progress given to the Dark Mod community per Grayman’s wishes after his passing and was initially adopted by Bikerdude before Dragofer, Amadeus, and Wellingtoncrab joined to complete the FM. -This FM does NOT support any unofficial gameplay patch or mod. The use of such a patch and/or mod could break things in this FM. You've been warned. - "Story" subtitles are available for this FM. Simply go to Settings --> Audio and select "Story" or "On" for the subtitles setting. - This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines by disabling certain features. - This FM implements the func_peek mechanic, allowing players to peek through any door that has a keyhole on it by leaning forward. PLEASE NOTE: This function has been known to cause crashes for a small number of players in the past, likely due to using the 32-bit version of TDM. At no point in this mission is it required to use the func_peek mechanic; it is purely optional, so feel free not to use it. Download Version 1.1 This FM is available for download via the in-game mission downloader, or here via Google Drive. Promotional Screenshots ThiefGuild Thread Credits A big thanks goes out to Noelker and Goldchocobo for their wonderful voice work with the briefing and conversations, JackFarmer and itsPapiD for their fantastic briefing video, and nbohr1more for his story contributions and writing one particular gameplay feature that I won’t spoil here but you can read about in the readme.txt. An even bigger thank you goes out to our beta testers: nbhor1more, Daft Mugi, Silverwolf, Havoc, Datiswous, Cambridge Spy, Aluminumhaste, Thebigh, Ate0ate, Acolyte6, Kalavi, JoeBarnin. Thank you all very much for your fantastic feedback and tireless efforts as this FM evolved throughout the course of development! Asset Credits - Arx EOS’s Fish - Epifire’s models - Kingsal's Assets and Textures - WellingtonCrab’s assets and textures - Obsttorte's frob loot script - ZergRush's custom Grayman painting ===================Rest In Peace Grayman. You are missed=======================
    5 points
  2. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
    4 points
  3. With the stacked cast of authors, and the heartwarming tribute to Grayman, this I am looking forward to!
    3 points
  4. Thanks for release! Will definetly play it on my current machine. Yesterday i was testing my retro hardware and was surprised by 5 fps outdoor It's a laptop from 2009 with C2d CPU clocked at 3000mhz and Geforce 260m (close to 250 desktop). p.s. zero gpu load is a bug. In reality it's working hard!
    2 points
  5. The mission is now added to the FM database and should be available in the in-game downloader. Congratulations on the release!!!
    2 points
  6. High rise hotel for Asian / Arabic city hub. Still in early stage with only this building done following two days of messing with stuff, it will be a heavily themed city. The elevator works great now and can be taken to any floor, though most only have the hallway and can't be entered for sanity's sake.
    2 points
  7. Don't mind me: Just abusing our steampunk assets to create cyberpunk city hubs. I'm sure certain people can tell what this one was inspired by... hey not even Hell's Kitchen is as interesting as my design
    2 points
  8. Agreed, except to say that a new player shouldn't have to even know or care what the hell a cvar is. Time for things to move on a bit...
    1 point
  9. IMO the three settings for running are a good idea. I don't care about mantling roll and head-bob either way. I dislike auto-search so, if there's going to be an option for it, my preference would be for it to default to "off".
    1 point
  10. Congratulations to everyone involved in this huge project. Thanks for sharing your work with us.
    1 point
  11. Congratulations on the release! This is excellent work and I am sure that grayman would like it!
    1 point
  12. Does this phobia extend to missions that require swimming in fish infested water? Do we need to add "fish" to the spiders and undead column of the wiki?
    1 point
  13. Congratulations on the release, I'm sure the team have made a fitting tribute to Grayman & I'm looking forward to playing it
    1 point
  14. Atari buys the studio working on System Shock Remake: https://wccftech.com/atari-purchase-nightdive/
    1 point
  15. I finished the mission just great great atmosphere. one question i can go fishing there are delicious fish in the water
    1 point
  16. I'd like to get back to the request for the ability for the subtitler to extend individual subtitle durations, because that will be affecting how I create my subtitle content. Maybe the previous ideas on this were a bit too code-intensive (e.g., for inline & srt lines in .subs, having an additional parameter; or doing calculations based on wpm). Let me propose yet another, more limited/simple possibility... no new parameters, and no change to inline, but with srt, it would be OK for the last phrase to specify an endtime that exceeds the end of the clip, and the subtitle would be extended to that endtime. (For sanity, there can be a limit to that extension; I believe there's already a proposed global for that purpose.)
    1 point
  17. Now that's a game I have not heard in a long, long time.
    1 point
  18. Oh wow, new release! Gonna play it as soon as I will finish Mysteries of the Sith
    1 point
  19. Awesome mission! Been playing it for an hour or so and it's the type of mission I like, full of areas to explore but not so much it becomes overwhelming, a manor to investigate, and a mystery. I don't know if there's any technical features being used, but based on what I've played so far there's a bunch of assets I've never seen before that look like they're some of the ones listed here: https://wiki.thedarkmod.com/index.php?title=What's_new_in_TDM_2.11#Assets
    1 point
  20. Dear ChatGPT, What are The Builders in the Dark Mod? The Builders is a popular game mode in the video game community called "Dark Mod," which is a fan-made tribute to the classic "Thief" series of stealth games. In this game mode, players assume the role of builders who construct structures in a dark and ominous environment while trying to avoid detection by patrolling guards. The Builders game mode is unique in that it offers players the opportunity to create and design their own levels using the in-game tools and resources provided. Players can experiment with different building materials, construct intricate traps and puzzles, and create their own unique gameplay experiences. While The Builders game mode is not an official part of the Dark Mod, it has become one of the most popular and well-loved aspects of the game, thanks to its emphasis on creativity, strategy, and stealth. You guys did not know that, did you?
    1 point
  21. Yes and no. Years ago I showed that you could block AI into a corner with crates, so AI now has the ability to impulse push items out of their way, but if your patrol routes have really tight timings, you might start getting your AI's circling each other in doorways and such. Since it was blocking the door completely, the AI pushed the chair out of the way. I tried putting it in the path of Sir Talbot, and he just went around the chair. Even when it was in the middle of his path_corner/wait entity, he just stood next to the wait spot instead of pushing it out of the way.
    1 point
  22. There's such a fine line between a good deed and bad deed...
    1 point
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