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Showing content with the highest reputation since 01/28/20 in Posts

  1. 14 points
    On the subject of new content, here is a clothed zombie I created using Kingsal's Volta corpse textures and an old corpse head I'd used for my first mission. These guys can be used for zombies who were never buried, or some type of infected commoner, or any other situation where the zombie would be likely to still have clothes on. The ragdoll also makes a convenient dead body that has been exposed to the elements for a while.
  2. 11 points
    Story Tease On the run from her husband, me and my girl. With a bribe to a ship's captain, we're away. What could go wrong now? Oh, dammit. Links "Away 1 - Air Pocket" Version 1.0 is available from the in-game downloader and its mirrors. As well as here. There are two extra documents contained in your installed .pk4 and also conveniently available here - For gamers needing hints, this Q&A uses "invisible ink" to selectively hide the answers: Air Pocket - Hints and Spoilers [Jan. 29, 2020].docx For understanding what's under the hood: Maintenance Guide to Away 1 - Air Pocket [Jan 29, 2020].docx For more about the innards and interations, see this FM's Beta Testing thread. Author's Note This is my first substantive TDM FM, a nautical adventure, and what I hope will be part of a longer story arc. Enjoy. Gallery Credits & Acknowledgements Thanks to TDM community members for encouragement - and assistance with newbie questions - while building this, my first FM (not counting an earlier nanoMission). Kudos in particular to Dragofer for the wonderful ship models (modified here), newly-created ship davits, and assets like kelp models from 'Down by the Riverside'. Also a custom cannon-ball hole through the hull, and much helpful guidance. The skybox is adapted from 'lagoon' by Hazel Whorley (CC BY-NC; hw_lagoon.zip at www.custommapmakers.org/skyboxes). Finally, my deep appreciation to all who tested or assisted during the beta: Biene, Cambridge Spy, Dragofer, duzenko, peter_spy, and stgatilov
  3. 11 points
    A screenshot from my upcoming FM "A Good Neighbor"
  4. 9 points
    This is a Skyrim-style door which opens just a bit into a black_matt "void" before teleporting the player to a different area of the map, which may represent the other side of the door. This is used for connecting physically separated map areas with each other, such as when there's an exterior/interior split of a building or ship to allow for more mapping freedom. It's based off the func_mover, so it's only distantly related to normal doors and works slightly differently. Usage is to specify rotate/translate/move_time/accelTime/decelTime/snd_open/snd_close, target an info_player_teleport entity and optionally the corresponding door on the other side. It'll trigger all other targets and automatically detect up to 2 door handles. Currently no support for locking or AI pathing. At the end of the video you see something to be careful of: don't put bright lights on the other side of the door where the player can get seen. Also noticed the audio is a little bit delayed in this video. teledoor.pk4 The download comes with a prefab and entity def with tooltips for new spawnargs. Drop or extract the .pk4 in your FM folder and you will find a new entity atdm:teledoor in the folder movers/doors. Remember to update your tdm_custom_scripts.script if you've already modified yours. This is the scriptobject: And entity def:
  5. 9 points
  6. 8 points
    Biker asked that I post this: “Evening, as some of you may know I have been working on a large city based mission for TDM. I am very close to rolling out the first beta so have set up a Discord server to do the beta testing on. For anyone that has previous beta testing exp and would like to help, head on over to - https://discord.gg/fP32yEn" I've seen this map, and it looks really good. Help Biker get this long-awaited puppy out the door! Thanks!
  7. 7 points
    Hi all, So I have a bit of an unusual request for the community. I'm currently nearing the end of my Master's degree, and need to complete my thesis before I can graduate. Being that I'm in a games program, I had to construct a level for user testing; since I'm very familiar with Darkradiant and didn't want to wrassle with Unity, I ended up building my level using TDM. After some preliminary user tests, I'm ready to begin a short iteration phase where I improve the level before final testing, and I thought I'd open my terrible tiny level up to the mod community for feedback from folks who are familiar with TDM and the stealth game genre. My research specifically pertains to environmental storytelling, so that's what I'm aiming to do well. Any advice on improving performance would also be appreciated (my exterior is kind of a mess), as would advice on creating good-looking diegetic lighting that sufficiently highlights both important narrative elements and where to go to progress (especially for inexperienced players).
  8. 6 points
    UPDATE: LIGHTING FIXED IN SECOND VIDEO: I've uploaded test 2 , which was made on the same night I made test 1. This is all the footage from that day, so this saturday I'll film more footage. I hope to make a good one. Hi, I'm leaving this video, I modified TDM a little so it can use the data from a cell phone accelerometer. I don't have to explain in this post how "the user experience is enormously expanded", just look at the video and see for yourself. Before testing this myself, I didn't think it would be so gratifying using it. It just feels so natural... Right now only works with Side Lean (left / right). But it WORKS VERY WELL and the movement is really smooth, no glitches or bad data. (This is just the first test video, SORRY FOR THE LACK OF LIGHTING, I have so many more things to do to improve the videos, I have more thoughts to make better videos ... this is just the "proof of concept" video that I so eagerly needed to post ... and forum users needed to see ) I'm new to this forum, THANKS TO TDM DEVELOPERS, WITHOUT THE MOD AND THE CODE THIS WOULD NOT HAVE BEEN POSSIBLE. The engine is really a good Thief adaptation and the Fan Missions (lots of them) are very good, I must have tested 20 missions and 3 or 4 FMs amazed me by the architecture, the design, the textures, the 2D intro videos, the voice acting ... It really displays A LOT of work and many committed people to this project. -------------
  9. 6 points
    Hey! How's everyone doing? Found this neat project in development by the dev on twitter, called Gloomwood. I'll let the screenshots speak for themselves: http://gloomwood.com/press/ The dev's twitter: https://twitter.com/Jollyrogers99 . I'm surprised there isn't a topic about it yet here, because he's most definitely part of the thief community! Anyway, I really like it. It's cool to see people embracing dated visuals as if it was by design. It wasn't, we know, but it has its merits besides nostalgia, in my opinion.
  10. 6 points
    For what it's worth... I was in Peace Corps in the 1990s, and lived on a small Pacific Ocean island in Micronesia. In order to survive, the people of Micronesia live very close and very connected to the land and sea. The older generations, who were born in the early 1920s, would say that they've seen lots of bad changes in the environment. The ocean had risen, it wasn't as clean, the coral reefs were dying, and there were a lot less fish... The temps were hotter, it rained less, there were bigger and more frequent storms etc... They would go on and on about their sinking island. After Peace Corps I got a job working for the government, they keep track of a lot of things including the chemicals in the land, air, and water (oceans, rivers, lakes, aquifers etc…) and every year the number of toxic chemicals grow both in quantity and type. It doesn't take a genius to know that there's a point of over saturation, where life is no longer sustainable. They know how many automobiles we have and how much pollution they produce, they know how many factories we have and how much pollution they produce. They know how much thrash we produce and where it goes and what it does to the environment and us. That's just the tip of it, they have a lot more data and they also conduct tons of research (deep earth core samples, biospheres etc…). It's completely true, in the past our planet underwent tremendous amounts of change and it can withstand a lot of changes however, it has never experienced this type of continued and toxic assault (also, add to that our ever growing and demanding population). What we are doing is not part of the normal cycle of the planet. To this point and what most people neglect to say is that the vast majority of those "normal cycle of the planet" changes occurred in the very distant past, before life even existed on our planet and the changes that occurred while there was life, well, it nearly extinguish that life e.g. Cretaceous-Tertiary extinction and Pleistocene period (Ice Age). The politicians know all of this but they don't admit it because they're just living for today and they don't want to lose any votes. We have to face the facts, we have to acknowledge what's truly going on and then, and only then, will we have the proper resolve to make much needed fundamental changes or there won't be a tomorrow, at least not for all of us. I apologize for my rant, I just couldn't resist.
  11. 5 points
    Dopefish, glad you liked some aspects. I understand regarding "underwhelming". Some of the existing FMs have wonderful deep playability. I think of these as big novels, like "War and Peace". I'm only able to manage a novella at the level of effort and skill I can provide. This one took me a year (of calendar time, not manhours), and if it took significantly longer, I'd get discouraged and bag it. So, better a bit short (and quirky) than nada. That said, with more experience under my belt, maybe future episodes can offer more to do (but I still hope for some good quirkiness).
  12. 5 points
    Not sure what is worse tbh, climate change activism or the huge denial syndrome so many people have. At least I can see that something has changed, from my tiny personal perspective, in my country. For a long time now, around since when I was at uni, we don't have proper winters here. In my childhood and adolescence, winters started around the middle of December, and there were days with -15°C in February. Springs were a bit messy around March and April, but May was usually warm, and there was a gradual temperature change towards summer, where 30°C in July was considered very hot. Now, we don't have snow even on Christmas. We had first proper snowstorm yesterday, and it all melted in an afternoon. Winter temperatures rarely go below 0°C during the day, but there are freezing cold nights. There is no proper spring anymore. It's usually quite cold until May, when it rains almost all the time, as if we were in Cambodia or Vietnam. Then comes the hot summer, where temperatures go as high as 38°C. So don't tell me that nothing has changed, because it has, a lot.
  13. 5 points
    I've also created a few alternate zombies, to add a little variety to your local necromancer lair. The first is a fairly straightforward variation that uses the hunched over animation set Kingsal created for his beastmen. Unlike typical zombies, these are fast runners.
  14. 4 points
    Hoo ha, got it working! Change GUI to... onTime 0 { nocursor 1 // This work ONLY in this location, not in Desktop or after reset/matcolor here ...
  15. 4 points
    Phew. Been a while. A combination of life and computer issues meant that I wasn’t playing much Dark Mod for a bit, much less working on reviews. I’m a little more caught up now, so hopefully I can provide some more content while playing my next block of missions. Thank you all for your support, it really does mean a lot to me to know that people enjoy reading these. ------------------- My reputation as a reviewer is riding on this! A Reputation to Uphold (by Springheel) is a sequel to A Score to Settle. (Although you don't need to play that mission to understand what’s going on here, barring a readable reference to those events.) This time, Corbin is after something of actual value: a necklace that was swiped before he could get at it and is now in the possession of a criminal organization. It’s due to be sold to a fence, forcing Corbin to follow the seller and buyer...or not. Reputation’s main gimmick is that it has three different play styles, similar to Fieldmedic’s “Not an Ordinary Guest.” On “Shadow” it’s a traditional follow and then steal mission (although you don’t have to follow very closely), “Timed Shadow” keeps things the same but gives you a time limit to steal the necklace, and “Break-In” forgoes the stalking altogether in favor of making you at least partially visible, even in shadows. It lacks the same variation as the above mentioned mission, but does provide some replay value. The problem is that, to me, there wasn’t enough variation. Timed Shadow was an interesting curiosity, but because I had no idea what the limit was during the mission (about eight minutes, as I found out in the thread), it’s hard to tell if I blazed through it with time to spare or if it was much tighter than I thought. Break-In is the most interesting, but once you’ve played the mission twice getting to it (as I did), you know what you’re doing, although I know one item is slightly moved around across difficulty levels. Graphics-wise, it’s similar to A Score to Settle: Lots of dim, uneven streets and doing an excellent job of selling the fact that you’re creeping around in gang territory, with a few “handy” touches here and there to sell it. Like its predecessor, I wish that there was a little more to do, although there is a neat little Easter Egg and reference to a previous mission, if you can find it. Difficulty-wise, it’s fair. Like I mentioned, after going through all the difficulty levels, you’ll have a pretty good grasp on this straightforward mission. There aren’t as many unique parts as Score, but it’s still well-done, and the latter two difficulties do present a fair challenge, especially to the ghoster. Of note for said ghoster is one piece of loot in particular that’s impossible to get without at least swinging the blackjack with wild abandon, or firing an arrow into the darkness. Getting the loot goal isn’t super difficult though, even on Break-In where it’s a required objective. All an all, a slightly over ambitious but still very solid mission. Recommended.
  16. 4 points
    It does not, currently. I'm working on it, and there's an older alpha of VR support. Hopefully, after the upcoming 2.08 release, I'll be able to update the alpha version again
  17. 4 points
    Thank you for the high praise! CoS 3 is coming along well, and will hopefully be able to live up to this mission while tying up the loose ends.
  18. 4 points
    Thanks for playing! 5 missions underway atm.
  19. 4 points
    Now this is one fancy apothecary's near where I live:
  20. 4 points
    If anyone would like to test the audio, here's an updated version. Siegeshop Changed: Added OpenAL EFX to all locations. Tested fine for me and 'efxs/siegeshop.efx' was added to the .pk4 file. Fixed fog at waterfall inside the cave. Moved a guard's starting position and another guard's rit corner. Increased density of plants and added one grass variety (more & moving grass to come). Added a torch near the balloon and moved the existing one. Changed & moved torch above cave waterfall to make it easier to aim a rope arrow. Changed the weird little support for the end of the drawbridge. Added a plant (yes, just one) to the moat bottom. More to come. Tried to make the web of the (harmless) cave spider more visible. Also updated: Samhain Night Added OpenAL EFX.
  21. 4 points
  22. 4 points
    Thanks, everyone for the congrats. @JackFarmer, @joebarnin, maybe I should hire you guys as blurb writers, say...
  23. 4 points
    Here's a time line of earth's average temperature since the last glaciation, this is how the climate has changed, it may be a normal cycle but if it continues I doubt we'll survive this cycle https://xkcd.com/1732/ I would have posted the graphic but it's a bit big
  24. 4 points
    This is something major energy suppliers don't want to understand as well. Relying on coal for heating and energy production is actually more expensive than closing mines, switching to renewable energy, and signing up miners for career change programs. But these costs are associated with state expenses on healthcare, the increased patient admittance due to respiratory system diseases and others, and the whole process of people dying prematurely because of air pollution. In my country, there are roughly 50k deaths annually because of that, with all the costs that need to be covered, from specialized healthcare to funeral bills. That's a huge unpaid bill the energy sector doesn't want to hear about.
  25. 4 points
    Allow me to contradict some of you. The push for renewable energy and the reduction of our ecological/carbon footprint is necessary from a geopolitical POV as well. Where does oil and natural gas come from? Russia, Venezuela and a heap of bloody, violent petrodollar Islamic dictatorships. Stop depending on them and we stop fueling their endless wars and we create a better future. That's a future I'm willing to believe in even if it's a side effect of climate change policies. Beyond that, if we believe in climate change or not matters not. What matters is that we don't get air pollution in our cities. Say no to asthma and lung cancer. Me and some of my family was born/lived in a small industrial city with a very active metallurgic factory. One of the known side effects was that the rate of people dying from lung cancer was a few times over the norm in other (bigger) cities. Also haemoglobin levels in blood were lower which could cause some people to faint and lose consciousness in stressful situations. When we moved out, haemoglobin was back to normal.
  26. 4 points
  27. 3 points
    Okay, now I've noticed which files you mean. As soon as I'm in contact with ShadowCreepr again and she'll have enough free time to do more recordings, I'll ask her to try and make a new version of these. I'd really like to thank you for your help and advice so far. I really appreciate it. If everything goes well, maybe this project can get finished this spring, or at the latest, summer. I've been busy lately, but I'll try to pick up the pace.
  28. 3 points
    Now then, I've created a new way to show stealth statistics. Simply place the .pk4 in your darkmod installation and you will start every FM with a scroll called "Stealth Statistics" in your inventory, which you can "read" to show a small message with current stealth statistics. Addon - Stealth Statistics for 2.07 I've taken on some ideas posted in this thread, and was also able to make good use of kcghost's earlier work. The scripts are included via a new tdm_user_addons.script file, which also contains an initialisation script that gets run by tdm_main: user_addons_init(). Any addons that want to be run at map start can be initialised by calling their init script from within user_addons_init(), simply adding one line. Disclaimer: this addon modifies tdm_main.script in order to better support addons. tdm_main is very likely to get changed in future TDM versions, in which case this addon will need to either get updated or removed. Ideally TDM will support addons better from 2.08 onwards. The point still stands that a GUI will yield the most polished results, but as an FM author I'd have to put in some time to learn how to setup GUIs, while I've already done more than a few things with scripting. By the way, to anyone who uses this, I'd appreciate if you could share if the scroll shows the same score as is shown at the end of the mission on the statistics screen. I've noticed a few cases where stealth score doesn't seem to get added how you'd expect - got the feeling there might be a bug either in the stealth scoring system or in the commands used by the scroll's script.
  29. 3 points
    @wesp5that looks very good as an addon and maybe even as something that can be optionally enabled in the official client with enough polish. The wildest thing I've done with the gui scripting system so far was turning a single-mission briefing into a multi-mission one, so I hardly know yet what I'm doing, but I've identified 5 possibly relevant .gui files (mainmenu_success, mainmenu_objectives, tdm_objectives, tdm_objectives_core, tdm_objectives_defs) and did some early experimentation. I'll describe what I've done in a reproducible manner: In tdm_objectives_core.gui I duplicated the objectives title & placed it below the original objectives title (windowDef ObjectivesTitle2 and rect 0, 138, 580, 20*SIZE_MULTIPLIER). Now I have 2 titles onscreen. Lifted a statistics item from mainmenu_success.gui (windowDef StatisticsText1) and put it in a temporary .txt file Swapped the "text" entry from the statistics item to the duplicated objectives title (#str_07312 replaced by gui::listStatistics_item_0). This is the first item in a list called "listStatistics", defined in main_menu_success.gui. Unfortunately the text no longer shows up. As a test I inserted: #include "guis/mainmenu_success.gui" before the objectives title. Still no visible text though Then I inserted: set "cmd" "loadStatistics;"; before the objectives title. Now TDM crashes at startup. Looks like the problem is with accessing items from listStatistics. Maybe it's because the list is in a different .gui file from the objective .gui files, or the list hasn't been created/loaded/populated yet? Calling @grayman or @greebo as I can see by all the comments that you've both done extensive work with TDM's guis. On another note, actually a scriptobject would be good for my posted script after all - the init function of a scriptobject gets called at mapstart, so that can be used to spawn the message entity. Then the main function can be simplified to do nothing but update spawnargs and trigger the message. Well, what's done is done. @kcghost thanks, and yes, a way to differentiate between FM-specific scripts and addon scripts would be great and, it looks like, take nothing more than adding an extra line to tdm_main.script and a blank .script file as you suggest. When this thread has come to a close a feature request should be opened in bugs.thedarkmod.com
  30. 3 points
    Thanks so much everybody for all your help with this, this is amazing. @Dragofer I tried your new script and it looks great! Also thank you for confirming what I suspected, that there is no entirely clean and elegant way to hook in an addon script. My approach was to include in a "tdm_custom_addon_scripts.script" in tdm_main.script. Perhaps that is a change that should be taken in to the main sources, if any devs are listening. That way "addons" can include themselves in that file, and provide special instructions for simple modifications to work with other addons. Same for executing a "custom_addon_script_init_hook()" from tdm_main(), but I am not sure that is really necessary. Certainly is not necessary for the keybind trigger solution.
  31. 3 points
    See that's the thing: Like religious fundamentalists, the people who think they fight for the existence of our planet, to "avoid a catastrophe" are so sure that the world will end tomorrow, that they feel everything they do is justified. It may not be the same level, but, smashing windows on a company building is still a crime. It might not be the worst crime in the world, but, to give you an example for something real harsh: A austrian environmentalist, I don't recall his name, proposed the death sentence for people denying climate change. Just to give a example that there are really insane people among the people who think they save our world. Or who claim they do so, to profile thmeselves. Or, just, to feel better when they consume without any limit. BTW, of course there is a climate change. There always has been, in the history of earth. There have been extreme drought periods, and there has been the ice age. All without any man made industrial influence. And, again, there is absolutely no proof whatsoever that there is any man made climate change. There can't be, because the whole thing is so damn dynamic. The sun's activity can have a bigger influence than anything we do. Without any control man has over it. There's really so much stuff which is beyond our power. Everyone claiming something different is talking bogus.
  32. 3 points
    Release Candidate 2 for Air Pocket is now out. Links here . The "one-way" cannon-ball hole, considered a bit too weird by many, has been replaced, and there's more sly light-fingering fun. If no show-stoppers, this release will go official in a week. Coming shortly: a few more new mission screenshots.
  33. 3 points
    I'm all about the pagan-way, them sneaksy manfools and their tricksies has nothing for mes. The new religion, climate activism, is also getting more disturbing by the day. They probably looked at the Catholic Church and thought, we are better at robbing money from the people.
  34. 3 points
    This is a new wrapped corpse model, kindly created for the campaign mission by epifire. There are multiple versions, including a sitting version, and a couple piles of bodies. The City is now ready for the plague!
  35. 3 points
    I've created a walking flame-bearer skeleton as a security device for crypts or mage towers. The held brazier is part of the md5mesh, and the mapper binds a flame to it. The skeleton is a functioning AI, but he can't attack or let go of the brazier, so if alerted, he will search for and track the player, but won't be able to do damage. He works best when combined with other AI for that reason. You can set them to a neutral team to the player if you don't want them to react, and I've included a static model as well if you don't want any AI functions. The only thing about the current implementation I don't like is that the flame stays burning if you kill them...it would be nice to have it go out like a dropped torch. Probably just requires a script, so if anyone feels inclined to add that, feel free.
  36. 2 points
  37. 2 points
    I did make some urban pagans a few years back. But making new characters is a mammoth task that I don't see myself having time for in the future. I still have at least one more zombie variant to upload, but that's probably it from me.
  38. 2 points
  39. 2 points
  40. 2 points
    One other very important source for inspiration: https://en.wikipedia.org/wiki/Police_911 Look this video, it gives the answer to the question "Can a human lean safely while playing a videogame?" :
  41. 2 points
    I'm training a neural network to drive through a course in Unreal Engine 4. That's research / side project for work. It's really cool to watch how it learns the track, almost mesmerizing.
  42. 2 points
    Yes, Vulkan would need porting shaders, too. Actually, the porting itself has been completed in the meantime, but Vulkan would need more - Vulkan requires compiled shaders in the SPIR-V format, so the entire pipeline for shaders would have to change somewhat. The problem is, with Vulkan you'd basically have to completely reimplement the entire rendering pipeline and properly decouple some additional parts of the engine, all of which is a massive undertaking (though very educational, I'm sure). Modern OpenGL techniques, on the other hand, can be integrated piece by piece and coexist with the existing pipeline, so much more manageable. It's also doubtful that Vulkan would deliver significant improvements over modern OpenGL, because the engine has more glaring bottlenecks. So, given the effort required and the expected negligible gains just make a Vulkan port rather impractical. Not saying that it wouldn't be fun to do, just not practical
  43. 2 points
    No. PranQster stated these are "Work in Progress". I have no objections to uploading them (the updates seem perfectly fine), but he would need to give permission before I do it.
  44. 2 points
    So glad you liked it! I've started working on the second mission in the series, and have a lot of the external design work done. Still a lot of details to fill in; in contrast to the first mission, the second mission in the series will be relatively larger and more complex. No particular timeline, but I'm sure I'll be leaking some screenshots here and there.
  45. 2 points
    I always put some kind of easter egg in all the levels I've made. Not references to other things really, just hidden items or secrets or objectives.
  46. 2 points
  47. 2 points
    You guys rock. Even though I think this kind of thing should be used sparsely. For me, it's much more fun to move around in a connected world, than warp into a different one all the time. I can see its uses, but, I also think that you shouldn't be thrown out of the mission focus, so to speak.
  48. 2 points
    This year I started wondering if it ever snows again Finally it did, on Jan 30
  49. 2 points
    Personally I tend towards pastafarianism, all hail the great lord & his noodly appendages, but I'm not devout or anything
  50. 2 points
    oh lord... I'll take "Things no one asked about" for $500, Trebek
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