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Showing content with the highest reputation on 01/05/26 in all areas

  1. Anyone brave enough can try but TDM license forbids commercialization. Also the moment that happen, it would be sued by the current Thief IP holders and taken down very fast, why? Because this game is obviously very derivative of Thief. IMO the only reason that has not happen already, is not the goodness of the Thief IP holders hearts, is the fact this game uses different names and lore from Thief, is totally free and very important the makers of it and the people working on it, are not getting money from any other source, like Patreon for example. So probably falls into some safe "fair use" territory.
    2 points
  2. That's crazy, even in VR I can barely tell the difference between 90 and 120 Hz. It would be a waste of my GPU power, I'd rather it was rendering higher res textures, etc.
    2 points
  3. Done - - https://bugs.thedarkmod.com/view.php?id=6651
    1 point
  4. Handy site. I just realized my phone has higher resolution and refresh rate than my PC screen.
    1 point
  5. I bet on a blind test very few people, if at all, will see the diference between 240hz and 1000hz. People don't understand but at 240hz the monitor is already swapping the frame at 4 milliseconds already! To achieve this speed at 4k on a modern raytraced or path traced game at max settings, you will need to have more power than even a 5090 can provide. Yes you can activate FSR/DLSS and frame generation but then, you have to deal with fake frames sh that introduces artifacts in motion, for absolute no advantage whatsoever, at lest not on single player non competitive games. For me for a single player game, 120hz is more than enough and I have a 240hz monitor. Hell I even play some games at 60hz, despite me agreeing is time to go above that but with no other choice, I'm perfectly happy with smooth 60hz. And people also forget that the more speed you ask from your monitor and GPU, the less game effects you can push to the max (if you don't want to use upscalling...) also more heat they produce, more energy they waste, less time they live and more money you lose. All just you can see a big number changing on a fps counter. Just my opinion.
    1 point
  6. The journey isn't over: https://testufo.com/
    1 point
  7. My point however is the audacity. That user didnt came here for constructive chatter. This entire thing was just written to bash unreal once again... Its especially annoying because people keep trying to commercialize TDM... Give it up man. Its been 16 years. Keep this thing in community hands. TDM needs to stay standalone!
    1 point
  8. Or Unity. But, again, pretty unrealistic to think that you can port TDM to another engine in no time.
    1 point
  9. Everything above 200 Hz is total nuts for me anyway (and I doubt that most will see a difference). Big numbers = big deal for many people, it seems.
    1 point
  10. I've started working on a new mission and today I thought it would be cool to merge it with something I worked on back in 2018...It was back when I thought it was cool to work in "spread out your project like old marmalade on every wall in your house" so it took some time to fix broken assets and optimize file names and material files and those things...But it feels nice to hopefully be able to implement all that effort I put down back then. It will be "något i hästväg" as we say in Sweden
    1 point
  11. Yeah, we get this kind of post every few years, about porting to whatever shiny new other engine is out there. For reasons already discussed, "porting" isn't even a good term for it, since you'd just be making an entirely new game practically from scratch. Just look at the size of our source code. The reason we moved to the Doom3 engine it in the first place was only because Thief Deadly Shadows didn't allow us to properly make good FMs. But now we can make FMs and it's open source. If there is some cool tech that the CryEngine or Unreal engines have, it's gonna be about infinitely easier to just port that cool tech into the TDM engine than vice versa, and in fact we've done that for a lot of cool new tech like soft shadows and ambient occlusion and the like. So that's really the way to go if you want to update the tech. And we're open source so you can do that. Anyway, all that said, one can still make a cool new TDM-inspired game in CryEngine, and I'd even encourage that to someone up to the challenge. For example I'd love to see a cyberpunk or modern stealth game, and that'd be good project for a new engine. I just think if they're making an entirely new game already, why not just make an entirely new game. Well one thing that might be cool is if someone made a game in another engine that could parse a TDM .pk4 file and open up as a map in itself. So then once you've made it, it already as all of our maps ready to play in it. I have an idea that that might not work well though, especially for custom things people put in the map. Also again, we can already play those maps now. If you're going to all that effort, let's have a new cool game with new cool maps!
    1 point
  12. I say this with the utmost respect and gentleness but the original poster really doesn't have a clue what they're talking about. CryEngine and TDM Engine (it's far enough removed from D3 to call it that) are two completely different engines, designed for VERY different purposes. CryEngine uses a type of height map based method to create organic looking outdoor terrain, the TDM engine is a brush work based engine. You can't simply 'PORT' TDM to CryEngine...what you would be doing is rewriting CryEngine to be like the TDM Engine...and then you would have to recreate all of the functionality that the TDM Editor provides for level creation. The lighting would all have to be recreated. Basically, you're starting over from scratch. I appreciate the enthusiasm but it's naive. As for us not wanting 'nice things'...we already have two VERY nice things...the TDM Engine and Dark Radiant, two of the best pieces of Modded software in community lead mods anywhere! If the original poster doesn't think the TDM Engine is optimized enough for outdoor environments...the time would be better spent optimizing the TDM Engine for those sprawling environments. That being said, TDM Missions / Thief is not about sprawling missions anyway. It's about being in close quarters. Sorry but this whole thread really annoyed me. lol
    1 point
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