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Showing content with the highest reputation on 04/02/24 in all areas

  1. https://drive.google.com/file/d/1N-xwkYCuVzGnVESGCdsJrIbphw50hW9Z/view?usp=sharing
    2 points
  2. Having trouble sleeping? Is the moon too bright? The music too loud ? This FM is for you. Kingsal presents: Moongate Ruckus Finally, a fan mission about some taffin' peace and quiet. DOWNLOAD HERE (v2) ------------------------------------------------------- Testers: - Welly, Goldy, and Amady Vocals: The very talented Goldwell as grumpy Corbin. ------------------------------------------------------- This map, gatehouse_final.map, was based on the very first mission I ever put together back in 2014. It was originally suppose to be part of Volta 1, but didn't make the cut. Here it is now, refurbished, re-worked, graphics set to HIGH, and.... Wait... What is that... It's the music again... ohhh the music!
    2 points
  3. 2 points
  4. I've started futzing around with ideas and models. Not sure if I'll have something in time, but I'll give it a shot!
    2 points
  5. This is a work of fiction. Unless otherwise indicated, all the names, characters, businesses, houses, events, incidents and particpants in this forum thread/fm are either the product of the author's imagination or used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is purely coincidental. Hello everyone, I am saddened that my first post here is to bring you all the news concerning the disappearance of my dear friend, wellingtoncrab, which was last seen on March 10 of this year by heading to the woods of northern California . Unfortunately, without trace or tracks, we have no choice but to cancel research. In addition to finishing 1.25 FMS, wellingtoncrab was known as an partner of many famous people and models, and to have the largest animal crossing house. We will miss them a lot. Of course, an immediate concern was devoted to determining the status of their unpublished FM(s). I must admit that the passage through their hard drive has not turned much, but I was intrigued to find a file called "IRI2.PK4". Unfortunately, my computer cannot load the card (too old, lol ), but I will download it here for posterity as well as the text included in the README: https://drive.google.com/file/d/1SdZswFLUh5VwReIq79uFL_ahXyKxg34F/view?usp=sharing ========================================= WellingtonCrab Presents: IRI2: The Totally Unauthorized Sequel to Moving Day: Moving Day 2: Look Who’s Moving Now *For Richard and Linda* “There once was a hole here. Now it is gone.” With enduring gratitude to: Testers: ImaDace Goldfish Kingsalmon Acknowledgments: @Jedi_Wannabe for graciously unauthorizing this sequel to his great mission "Paying the Bills 0: Moving Day." Mr. Squirrels: you know who you are and what you did. The name "Lampfire Hills" originates with the author Purah and now is part of the extended universe of many subsequent Thief missions. Bikerdude and Goldchocobo then brought the name into the setting of The Dark Mod with the FM "The Gatehouse." It then came to me in a dream. @Dragofer for all of his scripting work and support over the years. Polyhaven.com for its many excellent CC0 assets. I recommend supporting them on Patreon if you can spare the change: https://www.patreon.com/polyhaven/ Textures.com "One or more textures bundled with this project have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information." Google Image Search.
    1 point
  6. Who I am is of little importance, what matters is the job I am offering. Though the item in question may be simple, I can assure you that the reward is anything but. The task, to those brave enough to follow through, is this: During the peak of Braeden's Harvest Festival, break into Lord Alister Squashbottom's manor and steal that which is most valuable to him: his prize-winning pumpkin. This is the very pumpkin he intends on submitting to the judges of this year's competition, and you are to ensure he has no choice but to resign in failure. It may be dangerous, to which you will be amply compensated, but I have little doubt you will be able to weather all obstacles and keep your eye on the prize to complete this task. For those brave enough to accept the job, start here. Cordially, E. Siltstone Gameplay Notes TDM version 2.12 is required to play this mission. Mines are pickable; simply approach them with lockpicks equipped to frob-disarm. A moss arrow can be shot at glass to make it break more quietly. I recommend playing all three difficulties, as they are very different. This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines. Download Version 1.0 - This FM is available here via Google Drive, and will soon be made available via the in-game mission downloader. Promotional Screenshots ThiefGuild Release Page Credits A huge thanks to my beta testers Goldwell, WellingtonCrab, Kingsal, Baal, and Rezar for all of your fantastic feedback Voice Credits - Goldwell! Asset Credits Kingsal Wellingtoncrab Goldwell Sotha Bikerdude Refle3cks Arcturus +++And thank YOU for playing!+++
    1 point
  7. The Dark Mod 15th Anniversary Contest! To celebrate our 15th year, we are holding a fan mission contest! The Dark Mod project trundles onward for it’s 15th year in a row. In that time we have improved our game engine in countless ways and have grown to over 170 missions! To celebrate our perseverance and the years of improvements to come, we are hosting a contest to mark 15 years since the 1.0 release! Now is your time to demonstrate the mission design that best exemplifies your personal style and capabilities! Please consider entering this event! Unlike most recent contests, there is no defined theme and we are simply going to score based on our standard metrics of Story, Gameplay, and Visuals with our standard weighted scoring: Max Possible = Total Votes * 5 (Outstanding) TotalMaxPointsPoss (TMP) = AllCategoryVotecount(ACV) * 30 Full Weighted Score (FWS) = (Gameplay score*3 + Visual score*2 + Story score) / TMP Contest Submissions should be provided before October 16th so that players can start playing and celebrating on the 17th! The players have been keen to relay that they would like really creative missions so it may be worthwhile to examine our “Community Unusual Contest” to get an idea about the wild range of possibilities we offer to designers. Also, since the contest submission is in October, there will probably be an increased desire for Horror themes. The Dark Mod 2.12 was just released so including new 2.12 features is strongly encouraged. Finally, it might be nice if authors name their protagonist Corbin to match the included missions. ( None of the above suggestions are requirements for the submissions. ) Please post your intention to enter in this thread. Thank you! The Poll on this is to demonstrate the intended design used in the mission release threads.
    1 point
  8. If you can do this, I don't know how. But it's something I want as well and was actually going to raise it as a feature request. I think speakers are spherical so they model real sound which radiates from a source outwards. I find this doesn't work so well with some scenarios though: water. For example you want to hear the sound of waves lapping a shoreline or a running water sound for a stream, river or canal. If the shoreline or stream is on the longer side, you have to have a speaker with a huge radius to cover it and the sounds extends too far along perpendicular to the body of water. Or alternatively multiple speakers but then you have to manage overlap and it becomes a pain. wind. Same idea but vertical - if you have a long edge or balcony then you need a large radius speaker to cover it and it might extend too low so you hear wind noises on the ground. @Petike the Taffer If all you want is for a sound to fill a room, just use the location system ambients instead. But you can only have one sound I think, so you couldn't have say your ambient music and also a weather sound at the same time without using a speaker for one of them.
    1 point
  9. Last night I got to play The Terrible Old Man. Nothing else worth saying that hasn't already been said. @Ansome Congratulations on your first release and thanks for sharing your work with us. Now do yourself and us a favor and bring on "The Raven" to TDM
    1 point
  10. You don't connect the path_ nodes to an AI - you connect the AI to the path_ nodes. So Ctrl+k points the AI to its starting node. That node should point to one or more other nodes, and so on. So basically: 1) define a path or paths by connecting several path_ nodes. 2) tell the AI to start along this path by targeting one of the nodes. That's the basics. It can get more complicated with scripting and/or triggers, etc.
    1 point
  11. Congrats on the release! I think it'll take a few days for the "reverse April fools prank" nature of this release to be understood / believed. It'll probably be easier once this is in the mission database.
    1 point
  12. Thanks for the great mission, I had a lot of fun
    1 point
  13. Thanks for a very fun little mission. Beyond expanding things, I really wouldn't suggest doing things much different. I particularly enjoyed the story. I even enjoyed all of the readables, which I seldom do with Darkmod missions.
    1 point
  14. Thanks for playing and Im glad you went loud, that was the intention or at least to tease players into killing some zombies.. Also I hear ya on the survivor, I had plans to give him some vocal lines and maybe some interactivity but I ran out of time. Maybe someday Ill go back in and update this mission
    1 point
  15. This is my loudest mission. I wasn't spotted as much as I was falling back to the undead slayer mindset. The atmosphere is great, no hiccups in sound design either, great voice work too. I loved the fact that you have that OTHER key (and I can't believe it took me this long to notice security key) Since "He doesn't need it anymore". There are only two gripes I've had (aside from bruise ankles from all the drops)... The only survivor doesn't even react that I climbed up to him, I wish we could've left him some food at least. The other being that I couldn't find one more blowtorch, if there wasn't one, then it's about making a choice (which is fine), but if there was I wish I found it. Great map, really imposing. Desert being death trap was great. And I really like the fact that we essentially circle back to where we were on the way out.
    1 point
  16. Hey its been some time, I just wanted to make you guys aware, that i have been secretly at work, on the side, on a total remake of the systems from delightfyl. I post a few videos below, the new systems are really really powerful and stable! No idea what i will do with this yet... The effort to make a full game is really expensive and i am distracted and creatively bankrupt. Without outside help i will never make a game like this evermore.
    1 point
  17. Guess that's a shame, he was quite useful. You can send me all of his WIPs so I can misappr upload them to the abandoned FMs repo for adoption. Also a reminder to brush up on our French, given the setting of TDM.
    1 point
  18. Thanks for playing! Glad you had fun, and I deffo learned a lot from building this mission.
    1 point
  19. Thank you for this gem, Kingsal. Played it on Easy and thoroughly enjoyed it, just wish it was longer! A beautifully designed mission with a pleasing atmosphere, reminiscent of the buried city of Karath-din in the Thief series. I'm sure to replay it on Expert eventually.
    1 point
  20. Also, I think the save restriction currently doesn't work (properly) in Linux (at least 2 users now I think), giving a crash-to-desktop. Would be nice if more Linux users could test and confirm this. I think you could add a different starterlocation (2.12) in the gui (but just present it as an expert mode, not a location) and then at the different starter-location (which is positioned close to the standard one), you put a triggerbox (only triggering that starterplayer) with a script attached that makes the necessery changes right at mission start. Making it show up in the difficulty selection means you have to override that core gui file though I guess.
    1 point
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