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Showing content with the highest reputation since 03/23/21 in Posts

  1. I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (v1.0.2-release): https://drive.google.com/file/d/1HYvM_u56wDB16uIlb7qgS_q3P24V69MO/view?usp=sharing Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with se
    20 points
  2. Just for fun I recently updated my "Ships of TDM" map with both new ships and ones that weren't included before. It's quite the view now, and most of them have fleshed out interiors: Back row from the right: Airship (Dram), Invernesse (Dragofer), Ship Wreck in 2 halves (Dram), Galleon (Dram + Springheel), Airship (Jesps, Pandora's Box), Galleon (PinkDot, core asset and found in many FMs), Barque (Dragofer) Front row from the left: Indiaman (Dragofer, Perilous Refuge), Carack (Dragofer, One Step Too Far), Paddle Boat (Dragofer), Steam Schooner (Dragofer, Down by the
    20 points
  3. It's been just over 2 years since I dropped Shadows of Northdale Act 2. Crazy to think how much time flies! Rest assured, I am still plugging away on Act 3. It's taking a lot more time to make than I had expected but hopefully the wait will be worth it in the end. My core focus this time around is on adding extra detail work to the missions and making sure the majority of the sections are of similar quality. While reflecting on previous missions I felt there were varying levels of quality throughout them and so i'm working to try and address that. That does mean my miss
    16 points
  4. 15 points
  5. Hi there, I'm not really sure this is the right place, I just wanted to say thank you to everyone involved, the developpers who keep improving tdm, the fantastic missions creators, and the people managing the web site and infrastructure for the game. This game has given me countless hours of amazing joy, you are all fantastic people !
    14 points
  6. Having a beer at the bier outside the barn at the farm. My WIP will probably go by the name 'Lucy'. It's too large to be a first FM. The architecture is the easy part, and even that's very difficult to learn. I'm only now getting an inkling as to what goes into "building vertically" - so my FM is flat. Couldn't be flatter if it were steamrolled. But then there's lighting, audio, scripting, building a captivating immersive story... The architecture is getting close to finished. Or so I tell myself. The main plot, the core objectives, several optional side trips, are set
    12 points
  7. Well, since this thread got started I may as well chime in. I've been playing TDM for only a few months now and deeply regret not finding it earlier. This is one of the most amazing and underappreciated stealth experiences available today. Truly. I know it is not intended to be a Thief sequel, but in my humble opinion it is a far more faithful interpretation than either Deadly Shadows or 2016 were. I love the little liberties taken to improve and modernize things yet keeping it pretty rooted in that classic gameplay loop. I have never been more immersed in a game than I have here. What the dev
    10 points
  8. Hello ladies & gentlemen, HHTA is ready for beta. The mission length is ca. 2,5 hours. This time, no cryptic clues and no complex puzzles. For the highly sensitive beta testers, this mission includes So, if you have problems with then you probably should not sign up for beta testing. It would be great to have several non-native English speakers (I am neither, as most of you know) as the mission includes lots of spoken comments - none of them essential to finish the game, but practically all of them shall add to the atmosphere...and this mission is m
    8 points
  9. Well, I can honestly say I've climbed the Mount Everest of fan mission database writing... or updating. Or if not the Mount Everest, then at least the Mont Blanc. Which is my long-winded way of saying... I have updated The Dark Mod FM databases both on our wiki and on the Thief Wiki. With the possible exception of the not yet re-released Winter Harvest, every single TDM mission ever made can now be found and read about on both wikis. Every single one of them has its own dedicated article. Behold ! And here, of course. I will still be updating a few minor formatting details and the li
    8 points
  10. Ok you can test this thing out now. https://filly-the-owl.itch.io/delight-stealth
    7 points
  11. In principle it'd be great. I think at the root of it ... well the Steam people themselves really don't like GPL-based code, because they worry about integrated Steam-related code (GPL3 would require that to be released and covered by itself); so to begin with they weren't very welcoming and IIRC said something like it's rare that we ever clear any game under GPL3 (but technically not impossible; I think there were like a handful of games that have done it). The accounting for all of our IP is also a pain, and that's before you even get to the authorship issue. Those are still issues that
    6 points
  12. I actually tried to make a giant European warship (i.e. HMS Victory) but those things get so huge. The time taken to make a ship increases exponentially with its size. The next iteration of this map will likely go in a more metallic & industrial (& huge) direction, representing the upper limts of technology in TDM's setting. One of the next ships may be an ironclad.
    6 points
  13. Although I am an old man with poor eyesight and I can hardly contribute with any mission, at least I would like to do it with other contributions that may serve.
    6 points
  14. ACTIVATE LEVEL 100 THREAD NECROMANCER POWER! Soooo Does anyone know if there's a more detailed list about the city districts and locations than on this page anywhere: https://wiki.thedarkmod.com/index.php?title=The_City ?
    5 points
  15. How is this building still standing? Amazing!
    5 points
  16. The way that input and windows are managed for Linux has become rather dated, causing a multitude of issues. To fix that, I am currently evaluating if we can just use a library (GLFW) to handle all of that for us. First impressions are rather positive, on my end I see generally improved behavior. However, since Linux is a rather diverse ecosystem, I need additional testers to rule out I broke something important. So if you have some time to spare, I'd appreciate it if you could give this build a try: https://ci.appveyor.com/api/buildjobs/6kbqskyx3tmla74s/artifacts/build%2Fthedarkmod.tar.b
    4 points
  17. Upcoming TDM 2.10 will have more features for debugging info_location problems, thanks to @stgatilov. These are summarized in my update to The Location Entities section of Location Settings. Also See More at the bottom has additional links.
    4 points
  18. I have been keeping up with the dark mod since around 2014 - 2015. I remember playing through and enjoying Thomas Porter, and obsessively checking for new entries in the William Steele series. I just wish more attention was paid to this great community and its achievements. Maybe MandaloreGaming will eventually do a review? He has mentioned TDM in his Thief series reviews.
    4 points
  19. Look what I found while cleaning up. DUKE NUKEM 3D to buy the game I had to show my ID then I got the game in a white bag you need 8 MB RAM better 16 MB RAM for the game Pentium 60 and Windows 95 what a great time it was.
    4 points
  20. Hello, as others have done, I'd like to start my own mapping thread to provide content I create in one place. Feel free to use anything from this map in your maps or for TDM integration. There is a book in the map with more description of the contained content. OGDA_Demomap Version v3: https://das-kartell.org/files/thedarkmod/ogda_demomap/ogda_demomap.zip Installation: Extract the content of the zip-file your "TDM install dir/fms" folder, the folder "TDM/fms/ogda_demomap" should be present afterwards. I'll post new versions from time to time when I have new
    4 points
  21. Here's the DR 2.12.0pre3 build for every interested mapper to test. For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/1QVbtqQzRYGOKmnvi27Fcx5IfEZXcKLGe/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1MYIE1MwLpE5MOnHA1aqFj4YTegeLNyhG/view?usp=sharing Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki. If you happen to run into a crash, please record a crashdump: How to record a crashdump Changes since 2.
    3 points
  22. I'm still around but full on with my other work too. I will redo the original 20+ recordings due to the issues with faulty equipment and record all 80+ lines needed. Do you have a point of contact that has enough free time to work with me? I realise that you've been busy too. @Petike the Taffer
    3 points
  23. The possibilities are very tempting (AI reacting to open doors or missing objects, relighting candles/torches), and I wanted to use this as often as possible in previous missions, but everything comes at a price. For example, Version 1 of HHVF had a guard on the first floor who detected closed doors and tried to close them again. Unfortunately, the character in question was also part of a conversation, which had the effect that he simply broke off the conversation and wanted to close the door. That was annoying, because a) the voice actor in question had put a lot of work into it and
    3 points
  24. Yeah that's exactly what it is. You have to go View->Options->View Tab->Uncheck Hide extensions for known file types
    3 points
  25. I will update this game in the 14th of april, it would be great if you could use that highly enhanced superior version! Can you link the wiki?
    3 points
  26. My first gaming was a box with the pong game, to plug it into the TV antenna connection
    3 points
  27. Hi all, I've created a new Github organisation to host any sort of assets people maybe want to share: https://github.com/thedarkmodcommunity A Github 'organisation' is a collection of separate git repositories that can store code snippets, assets (model files, textures, sound files, etc) or documentation. I know there is debate over the suitability of Git for binary files, but for small files and most things you'd use in a FM, it works totally fine. FYI the maximum file size for upload is 100 MB, and the maximum repository size is 10 GB. You don't need to know anything about G
    3 points
  28. Finished it, excellent stuff! Very high production values with the intro/outro videos, and a very engaging storyline with rich worldbuilding. Will definitely be looking forward to part 2! Anyway thanks for making the mission, I had a blast playing it!
    3 points
  29. Mission database and wiki have been updated.
    3 points
  30. Screenshots look great! Congrats.
    3 points
  31. It sounds like you need the additive lit window texture to give the appearance of a glowing window, and an upward-pointing light to provide the actual light which shines into the room (including its shadows). Remember that this is a game engine not a ray-tracer, and certain physical-based effects that would happen in the real world need to be simulated by hand. Translucent materials in this engine just allow you to see through them, they do not provide full light transmission, caustics or any other effects that a raytracer might simulate.
    3 points
  32. As most players do not seem to have any issues with the current implementation I don't see any need to change it, more so I would assume any change to cause more confusion rather to improve the game feedback and that new players may simple have to get used to the way it is handled in game instead of immediately asking for changing something they blame the game to do wrong even though the majority of the players both in TDM as well as in the orignal Thief games are pretty happy with. On the other side we could see the suggestion of making the player invisible as an incentive to finally imp
    3 points
  33. This was solved on Reddit. An unfinished and unnamed game by a joe wintergreen. https://joewintergreendev.tumblr.com/post/172265678592/five-minute-first-pass-at-lightning-and-thunder/amp?__twitter_impression=true
    3 points
  34. Veneficium Stealth, Terror, Survival https://store.steampowered.com/app/1532170/Veneficium/ SO: Windows 64bit Procesador: i5 Memoria: 4 GB de RAM Gráficos: 1060 ti DirectX: Versión 11 Almacenamiento: 4 GB de espacio disponible Tarjeta de sonido: DirectX compatible, Headphones highly recommended
    3 points
  35. Ambient light setup It took me a while to figure this out, so I'm documenting it here. If there is a faster way to set the worldspawn lightgem_adjust arg per location than this or a technical mistake, please let me know. What this does: The location system allows to setup locations (areas), which enables each location to have unique settings like ambient sound, ambient light, etc. This setup here ensures that the ambient light for each location is adjustable and that the lightgem_adjust modifier of the global worldspawn gets adjusted for each area, instead of only setting this ju
    3 points
  36. been a while since i toyed with the source code but yeah it did do something in the past as well but maybe not what you would expect. The problem with it in stock doom3 was that even though it removed microstutter it also caused things to go out of sync, sound etc... also it made the game run way to fast as the original code was built around a capped tic of 62.5 (old quake 3 limit actually). This caused the game to actually run at 59 fps and not 60 which many people noticed after mucking about with this variable. In fact even after setting com_fixedtic if you used a framerate limiter to limit
    3 points
  37. @datiswous The weird thing is that worldspawn should always be entity 0, I can only guess how you got entity 19 to be worldspawn as well. I would try to delete&recreate entity 19 or convert it to func_static - the aim is to have only a single worldspawn entity in your map: entity 0.
    3 points
  38. Well, that's unfriendly. And IMO not even particularly accurate.
    3 points
  39. I made more, try with headphones!
    3 points
  40. We are proud to announce the release of The Dark Mod 2.09! https://www.thedarkmod.com/posts/the-dark-mod-2-09-has-been-released/ TDM 2.09 marks a new phase of performance improvements aimed lowering CPU overhead in the graphics engine. A whole new graphic backend has been created by Cabalistic which uses modern OpenGL features to eliminate the need for the CPU to constantly issue commands to allow the Graphic Processor to render scenes. This gives TDM some of the performance advantages of rendering using a low level API like Vulkan. Stg
    3 points
  41. What a great mission! I was expecting something short and focused on one topic/location, so the density and variation of content was a very pleasant surprise. The creepy house and the kitchen secret were especially excellent and helped the overall atmosphere. It felt not only sinister, but also kind of hopeless, which I never really got from other missions that I played. Quite often even in missions where the topic is kinda heavy the point of the mission is that you have some agency to influence it (like the Painter's Wife), whereas here you just explore and rob people and watch all the bad st
    2 points
  42. In TDM decisions on map design (including AI behaviour) are generally rather up to the mappers, so they can realise their own vision. As Filizitas mentioned this is also a balancing issue. If all lights can be relit by all AI it would drastically change the value water arrows. If the mapper intended for lights to remain extinguished, he/she will only provide a small number of water arrows throughout. Being able to change this behaviour in general makes balancing much more difficult. Another important part for the decision to let the mappers decide is the desire of the team to not break an
    2 points
  43. If these pop-ups bother you 'We use cookies and we put it for you yes or yes' that now they put on all pages, apart from an adblocker (uBlock Origin the best) use this.
    2 points
  44. 2 points
  45. Posting this here early in honor of that mapper whom I believe I have the closest relationship. Hope it helps anyone in need.
    2 points
  46. A tiny bit of research would have told you the game was released in 2009, so no, it's not a beta version, nor "very early" to be adding graphic effects to an engine from 2004. Welcome to the forums.
    2 points
  47. For what its worth, Springheel and I discussed building a new training mission that covers the basics in a more structured way. Im glad this got brought up, I'll add extinguishable light sources to the list of features. We don't have any concrete plans yet, but the idea is to make a shorter, more linear section that introduces the core mechanics followed a practice area for more complex stuff, shooting arrows, lockpicking, stealth, ect. This will lead right to A New Job where you put these things into practice. Stay tuned.
    2 points
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