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Showing content with the highest reputation on 02/27/26 in all areas

  1. Displacement v4 is now in the mission database! Thanks again!
    3 points
  2. "Nothing beats the smooth taste of a Gerhard's Gold" -Unattributed DISPLACEMENT has been updated to Version 4 = DOWNLOAD = -Some main menu gui fonts that presented as black on black have been fixed -In-game map screens now include the cursor -Fixed some torchers which did not affect the light gem -Fixed various issues with readables -Various minor polish and bug fixes have been addressed *The download link in the main post is also current.* @irisxas this works in 2.13 my best guess is the issue with the latches not opening is related to an issue with the .frob() script event in 2.14
    3 points
  3. https://bugs.thedarkmod.com/view.php?id=6287 If it's really problematic, you can export the worldspawn as a model and that will fix it.
    2 points
  4. Thanks heaps! It's amazing I didn't find it by myself. Completed the mission collection all loot
    1 point
  5. I could be wrong, but I think that you can only load a game save if you are on the same TDM version that the game was saved under. It should give you a warning though. Black-screen hanging has been an issue for me on the latest beta anytime there's a scripting error.
    1 point
  6. Gah, it was a red herring. I altered fsx.gui to no longer have the entire windowDef Action section and, while the warnings are gone, the save still gets stuck while loading. Thanks for the assist, at any rate
    1 point
  7. Just finished replaying with 2.14b6, this time I only missed 2 secrets Minor bugs (probably core-related): 1. doors, switches and chests are finicky, almost half of the time a single click will either do nothing, or initiate a slow open, or momentarily open then close etc. 2. maybe because of #1, I'm pretty sure I once managed to fetch *two* identical daggers from the captain's chest. Tried reloading it to re-trigger, but it never happened again. The only way I could imagine this would happen is if a script materializes the loot inside the chest and for some reason it got called twice. Or could it be that it was just the animation that repeated? As with 2.13, the mission looks amazing, particularly the shadow and lighting tricks.
    1 point
  8. Mission 2 is getting closer. Just added some moon beams to the church window. They are actually parallel - the camera perspective makes them look fanned out.
    1 point
  9. I was watching some TDM gameplay of this guy, I think he has a good voice, but I don't know if he'sinto voice acting. You might reach out. https://rumble.com/c/LowSpecLinuxGaming/about?e9s=src_v1_sa%2Csrc_v3_sa_o
    1 point
  10. That track samples fragment of a melody that seems to be a rendition of: Which itself is a 1963 jazz version of a 1954 movie theme. Couple years ago I found Hawkins's version on some Spotify playlist.
    1 point
  11. Congrats on the mission, always enjoy your work. Finished this up yesterday and loved all the climbing places, and nooks and crannies. Found all the plaques easily enough but the secrets were in some great hiding places. With some "oh, it can't be there but where else" thinking, I found them all . Thanks for all your hard work
    1 point
  12. Very fun mission, but I’m stuck at the end as usual. First thing I did was find the sword, so that was nice, then I got caught up searching all the upper areas.
    1 point
  13. Great mission, I had a lot of fun playing it. I really enjoy how it has secrets, making the most curious explorers (like me) be rightfully rewarded. I only didn't like the story much, but it's more about how it's something "new" that I've never heard of in TDM, than because it's bad. I've just found it to be something like "A poetic novella in a novel". The graphics were amazing, I really love how detailed everything was, I especially love the fireplaces' shadows. Some fantastic gameplay, not too frustating, do-how-you-want. I rate this mission an overall solid 5/5.
    1 point
  14. 1 point
  15. Nice little mission. Didn't get all of the secrets in the first try, but I'm quite new to TDM and Thief in general, so cut me some slack here. The overall story and the map structure is superb. I love the given possibility to climb almost everywhere I want. I love this kind of stuff in the game. I think, there were some text errors here and there, but I don't care much since I'm not native to English anyway. Overall, very good work, and I love that it's quite accessible to newcomers without being too easy. Thanks for the mission, man.
    1 point
  16. Wow! This is what the thief games are about; Nice city scapes, a very open canvas for the player to roam (not just a one way street). GAMEPLAY 5 stars I really loved all the sprawling passages and roof top-routes you could take. Wherever I went there was somthing new to be found. The guard routes was balanced and there was "almost" too much shadows, which is good; It is frustrating to have extremely tight spots where you get spotted almost before entering the light. I had no problems with the climbing parts and the pipes worked like a charm to grab onto. There was also no places where I got stuck. The only critisism may be that some stuff was a bit hard to frob (the decree in the attic and some loot in some chests) but that is ordinary TDM stuff STORY 5 stars I implement all custom assets in here, as many of them can be categorized with the story elements. Custom textures/models/interresting readables and the real voice actors to voice the custom dialogue. Top notch! Even as most fan missions consists of "getting in and taking that special gobbilydingo", this was (for me at least) a unique take. VISUALS 5 stars Everything beautifully detailed with lots of (I guess, custom assets). No clean/barren places to be seen. Nice use of moonshine in the windows and this ties in with my love for sprawling city scapes with lots of dirty back alleys and pipe climbing and different ways to get where you want. I often have problems just to relax and play as a player (since I mostly build missions myself and rarely play) and since almost every mission I play is supperior to what I can produce, I have a dirty habit of searching out errors in other missions to remind me of that "these people can also make mistakes" and this was one of those missions where the mistakes were almost non existant. There was some models popping into existance (the flower pots outside the manor, when coming from the church gate. I guess these are for LOD/optimization. And maybe 2, Z-fights. Other than that, there was no errors I could spot! Good work!
    1 point
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