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  1. Dragofer

    Dragofer

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  2. stgatilov

    stgatilov

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  3. cabalistic

    cabalistic

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  4. nbohr1more

    nbohr1more

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Popular Content

Showing content with the highest reputation since 06/11/20 in Posts

  1. 22 points
    My old friend Andreas urgently needs my help. He asked if I could meet him at the Lion's Head Inn, our favourite retreat in a quaint part of the city called Mirkway Quarter. He’s got a small apartment nearby where he makes a modest living off paintings he sells to pompous nobles and the odd merchant. Not long ago, his wife Lily was hired as a servant at the manor of the local alderman, one Lord Marlow. Now she hasn't been home for days. Andreas went to the manor looking for her, but the guards shoved him into the gutter and warned him not to return. Andreas is certain that something bad has happened, and I don’t think he’s wrong. Gallery Authors’ Notes It all started many years ago when Shadowhide laid the foundation for a sprawling and convoluted city and worked with MoroseTroll and Clearing to create a macabre storyline to befit this medieval metropolis. At some point, however, the beast grew too large to handle, so he handed the keys to the City to Bikerdude and Melan. Together, the two worked tirelessly, passing the map back and forth, each playing to their respective strengths. Notably, Melan reworked the story concept, toning down many of its darker, R-rated elements. Eventually Melan, too, moved on in 2017, but by then large swathes of the community had become involved in this map’s development. Mapping work was contributed by Baal, Grayman, Fidcal, Ubermann, Skacky, and Flanders, while Destined, nbohr1more, and Obsttorte wrote story texts. Several scripts were provided by Grayman, Baal and Obsttorte, such as an elevator with scissor gates, a TDM first. Even after all this input, the daunting task still remained to transform what had grown into the largest TDM map ever made into a playable mission. Bikerdude hammered away at this for some more years still, on and off between other projects, until in early 2020 when he deemed it ready for public viewing. It was then that Dragofer and Amadeus joined in. In the months that followed, the trio reworked, finished, and polished the mission in nearly every aspect, fully writing out and editing the story as well as adding countless scripted effects and (with help from Bienie) many new readables. The good working atmosphere and pooled creativity brought forth several new secrets, of which the largest likely hasn’t been done before in TDM (hint: check the libraries). In the very end, the name “Fractured Glass Company” was drawn up to refer to everybody who was involved in creating this very special mission. Without the hard work of all these people, most of all Bikerdude and Shadowhide, this mission would likely never have seen the light of day, let alone become what you see here before you. The mission is, as Bikerdude puts it, a homage to Thief 1 & 2, and it’s our hope that you catch these vibes as you explore and enjoy this mission. Credits - Mapping: Shadowhide, Bikerdude, Amadeus, Baal, Dragofer, Fidcal, Flanders, Melan, Skacky, UberMann - Original Story Concept: Clearing, MoroseTroll, Shadowhide - Story & Readables: Amadeus, Bienie, Bikerdude, Dragofer, Destined, Melan, nbohr1more, Obsttorte, Shadowhide - Editor: Amadeus - Scripting: Dragofer, Baal, Grayman, Obsttorte - Voice Acting: AndrosTheOxen (Andreas), Joe Noelker (Player) - Video Editing: Bikerdude (briefing), Goldwell (briefing intro) - Custom Models: Bikerdude, Dragofer, Dram, Epifire, Grayman, Obsttorte - Custom Textures: Airship Ballet, Dmv88, Hugo Lobo - Custom Sounds: GigaGooga, Sephy, Shadow Sneaker, alanmcki, andre_onate, Deathscyp, dl-sounds.com, Dmv88, dwoboyle, eugensid90, gzmo, lucasduff, mistersherlock, qubodup, randommynd, richerlandtv, sfx4animation, Speedenza - Betatesting: Amadeus, Biene, Bluerat, CambridgeSpy, Dragofer, JoeBarnin, Kingsal, Krilmar, ManzanitaCrow, Noodles, S1lverwolf, s.urfer Download Note: this mission requires TDM 2.08, which is now available for download. Please be aware that old saved games will no longer work after you upgrade to 2.08's release build. Note: it’s highly recommended to run this mission using the 64-bit client (TheDarkModx64.exe), since there've been frequent reports the mission won't load on the 32-bit client (TheDarkMod.exe). Both are found in the same folder. The mission is available from the ingame downloader. In addition to that, here are some more mirrors, as well as the official screenshots for anybody uploading this mission to a FM database: Mission: Google Drive / OneDrive Mission (slimmed down version for 32-bit clients): Google Drive / OneDrive Official Screenshots: Google Drive / OneDrive Hi-Res Map: Imgur
  2. 21 points
    TDM 2.08 Released! We are proud to announce the release of The Dark Mod 2.08! Long in development, many fixes related to Multi-Core, Uncapped FPS, and the 64-bit migration are now available. TDM 2.08 goes further with the process to modernize coding standards in TDM, replacing legacy OpenGL functions and ARB Assembly shaders with modern techniques. Mappers will be pleased to see many new quality assets as well as enhancements to rain, fog, skylight, AIs and visportal diagnostics. For the eye-candy crowd, new Bloom, 64-bit color mode, and SSAO options have been added! For Linux users, the project can now be compiled via CMake. A full changelog can be viewed here, but some highlights include: Better Visuals: Cabalistic has finally added the much requested SSAO feature to TDM. Using a method called Scalable Ambient Obscurance, now areas with flat ambient lighting come alive with new detail! He’s also implemented a new Bloom method, and brightness and gamma will no longer interfere with desktop brightness. Better AI: Grayman has refined the AI yet again, for instance ensuring that sitting and lying aren't thwarted by obstacles. Better Gameplay: The player’s ability to move and interact with the environment has been improved thanks to fixes to mantling as well as climbing ropes and ladders. Ragdolls are easier to handle and shouldering them is accompanied by an animation. Better Mapping: The mapper’s toolkit has seen several enhancements. A new X-ray surface and new spectrum spawnargs modify how objects are perceived. Rain is much less taxing and uses static collision detection to limit its fall. New visportal diagnostics make it easier than ever to track down notorious internal leaks. Better Performance: The dev team has as always been hard at work making improvements to performance and laying the groundwork for even more improvements in the future. Multi-Core’s stability has been enhanced and is no longer listed as an “Experimental” setting. New Assets: Many quality textures and models were added by both Team members and community contributors. Especially of note is the inclusion of Kingsal’s manbeasts and Springheel’s new zombies, and expect to catch glimpses of the werebeast. If you are a mission author, please take a look here. New Sounds: The player’s movement is now accompanied by new sounds when mantling, swimming and sliding down ropes and ladders. To update, simply run the tdm_update.exe file in your darkmod folder. Please be aware that old saved games will not be compatible with 2.08, so finish any missions you might be in the middle of first!
  3. 11 points
    Hello! I sat and read a book and felt an urge to map/play TDM, so I went to the computer and started up the mod and saw that my current version was out of date. I haven't mapped (seriously) for some years but I see now that you've released 2.08! It makes me really glad and brings tears to my eyes that the dev team still cranks out exellent content! I must bend away my thoughts and thinking of "I cannot make anything useful..." and try to make another mission! In other words, Fieldmedic is not dead, I'm trying (again) to take up mapping! Cheers!
  4. 11 points
    Mission Name: A Night Of Loot: One Man's Treasure Author: OGDA Build time: 1 month Version: 1.00 Released: 13.06.2020 Type: Shop/House Size: Small Completion time: 30 to 45 minutes Difficulty settings: Higher difficulties require you to find more loot. Story: The thief discovers a tiny antique shop in the city. Download: FM: https://das-kartell.org/files/tdm/anol.pk4 Installation / Storage location should be: [dark mod folder]\fms\anol\anol.pk4 Promotional Screenshots: https://das-kartell.org/files/tdm/anol1.jpg https://das-kartell.org/files/tdm/anol2.jpg https://das-kartell.org/files/tdm/anol3.jpg Trivia: This is my first FM. I've been toying with dark radiant for some time before, but wanted to get something out, so I kept it small. CREDITS go to: Sotha for his Bakery Job Tutorials and Inspiration Acolytesix, Bienie, Cambridge Spy, joebarnin, manzanita-crow and nbohr1more for beta testing and help with improvements Link to the original beta test thread: Warning, heavy spoilers!
  5. 11 points
    Hey everyone, the last couple of weeks I've been working on an overhaul to TDM's renderer that slightly improves CPU utilization in the game and should thus improve performance in CPU-bottlenecked scenes. This is the next step in our ongoing backend modernization and targeted for 2.09. However, since the changes are quite involved, I'd love to get a headstart on testing, so that we can catch any major problems or regressions early The 2.08 beta test has absolute priority. But if you happen to be curious and have a bit of extra time to spare, I'd appreciate any feedback you can provide. Current test build: https://ci.appveyor.com/api/buildjobs/q614b4ojrmat3umc/artifacts/TheDarkMod.7z You'll need a 2.08 beta installation. Make a copy of your TheDarkModx64.exe and glprogs folder (if present) so that you can go back to 2.08, then extract the files from the archive to your installation. Instructions for testing: There are two parts to this. First is a new render backend which significantly reduces CPU draw call overhead by better ordering of draw calls and using modern OpenGL features (if available). You can enable it with cvar r_useNewBackend. Most important thing to test here is that there are no visual artifacts or regressions from the new renderer. So ideally go through some scenes and switch between old and new backend and let me know if you notice any differences For good measure, you can also try to toggle the cvars r_useMultiDrawIndirect and r_useBindlessTextures, which toggle two particular modern OpenGL features that the new backend can use. Ideally, toggling these should not result in any visual changes, either. The second part is further parallelization of a particularly compute-heavy step in the renderer. @duzenko spent some time to port BFG threading code to TDM, and this initial work is already in 2.08. However, it wasn't quite stable, so enabling it in 2.08 causes crashes eventually. I spent some more time stabilizing this portion, and combined with the new backend, it should yield some FPS increases in CPU-heavy scenes. To enable this feature, enable the cvar r_useParallelAddModels (caution: disable this when going back to 2.08, or you'll have crashes!). Here, I'm mostly looking for confirmation that it runs without crashes. You can also tweak the level of parallelization with the cvar jobs_numThreads. It defaults to 2, if you have 6 or more cores, I'd advise to increase it to 4. Further increments don't seem to yield much improvement. Thanks for your time! Oh, and just to give an idea of why I did this: This is performance with 2.08: And this is with r_useNewBackend and r_useParallelAddModels enabled:
  6. 7 points
    I was playing around with older version of TDM to try and compare performance and it's such a drastic improvement that I had to share. On v2.03 On TDM 2.08 that just released On Cab's 2.09 Alpha branch Both have as close to the same settings as possible. Well done everyone. Amazing work.
  7. 7 points
    The new rain in 2.08 is so fucking awesome!
  8. 7 points
    You can never know what treasures you might find in the depths of SVN: (Such as a wrecked ship hull by Dram. Clearly it was never intended for the player to walk inside it, so there's still a lot of work left to make this playable.)
  9. 6 points
    Some time ago I started investigation for a better differential update algorithm. The first attempt was known as time-travelling tdmupdate (also "tdmsync"). The second attempt has been much more cumbersome, but I think it has reached some usable state. Here is the new tdm_installer: Windows (32-bit) Linux 64-bit Note that it is not a finished application yet: it has some important features missing, probably bugs also. If your TDM installation is important to you, better copy it before running the installer on it. Please read the comments below to know how to workaround some issues. If you select "Get custom version" check, then you will be able to choose which version to install. Notice that it includes the very first dev build of TDM (with manbeast changes and the new experimental rendering backend). Needless to say, development builds of TDM come unsupported: they are very likely to contain bugs. They are not intended for normal playing. We would be happy if you report bugs for recent dev builds of course, but won't mind if you wait until next beta phase. Obviously, old versions of TDM won't get any fixes Some known tdm_installer problems: 1) Installs/updates cannot be canceled/interrupted properly yet. If you click on "START" button, there is no turning back except for killing the process in task manager. 2) It is strongly recommended to always enable "Force scan" check on the first page. It will spend some time, but will save you from error at the end of installation procedure. Normally, you don't need to scan if you did not modify your installation after previous install. But it's better to be safe yet. 3) The installer does not unpack zips yet. So after install you will have to unpack everything from tdm_shared_stuff.zip manually. 4) As of now, the installer downloads data from the main TDM server. It is rather slow, so think twice before running it in empty directory. Instead of clean install, better copy all tdm_****.pk4 files from any existing installation into a new directory and run updater there. Note that you can see how much data is going to be downloaded on the page with "START" button.
  10. 6 points
    Here's a blue version of the elemental, to better befit environments with a cooler colour palette. The download link has been added to the front page, and is slated for inclusion in 2.09.
  11. 5 points
    Finally completed my first full run through, highest difficulty, non-lethal ending to main quest and loot count 5535 04/07/2020 UPDATED 06/07/2020 with new bugs and Hidden Loot locations now found UPDATED 07/07/2020 with clearer instructions on how to discover and complete various side quest objectives and events Side Quests/Events found and Completed; 13 Hidden Loot found so far (If anyone has found something not on this list let me know and I'll add it in); Compiled bug list found so far; Phew, this has been a hell of a ride. I'll keep combing the streets for those elusive Hidden Loots and hopefully have a definitive guide to the events and secrets posted up here soon enough. Once again folks, sterling work.
  12. 5 points
    I edited some more text to avoid formatting issues. I hope I got them all now! Maybe someone from the team could take a look if it's worth to put into the core game? training_mission.rar
  13. 4 points
  14. 4 points
    I always love the surprise when I stumble into a FM that I have done voicework for, because as a Certified Old Guy, I lose track of them... But some real joy in getting to play this gem! The graphics really take advantage of the latest version, and it is absolutely MASSIVE in scale! My chosen style is knock out everybody you can and get on to the MYSTERIES! I LOVE exploring, and man, this one gives a LOT to explore. I had expected it to be Just Another Mission, but the huge scope is wonderful... kudos to everyone who had a hand in this amazing FM! (And if you like my grieving husband character, check me out at www.everybodyandme.com , and keep me in mind for your own future missions. I have done a LOT of Dark Mod/Thief character work, and would love do donate some to your next project!)
  15. 4 points
    Congratulations on putting together this epic-scale map with some interesting and frustratingly, fun missions. I can tell a lot of work went into it from many different people. I enjoyed the main storyline, the idea of the player being more than just a simple thief. And how you can choose the method of exacting revenge on the villain makes it more than just a Mario World level —collect coins, free the princess... Oops! She's in another castle. And as much as I enjoyed the missions, I do feel the need to share my critic of the map. Humans build cities based on a geometry for planned growth or asymmetrically for natural growth. This map uses neither and is difficult to navigate. All the buildings have near identical exteriors in the dim light, there are no landmarks to reference. And the street signs are dark placards sitting in the dark, of limited use on the ground, but definitely not helpful if you've gone vertical. Another issue with the mapping is that, because of the hodgepodge of structures, there are many areas where you can literally walk on air (Hill Street is a good example), or get pushed sideways during a jump by an invisible wall. The latter is a feature found throughout the map. I have no suggestions on how to fix this other than through a walkthrough in Dark Radiant. But about the layout of the city, I do have a suggestion. It's based on my past work within government public works. And I give it as advice, to be regarded or disregarded —not for me to be a know-it-all or an attacker. I know a ton of work went into this project. Any building that was constructed by the government, a church, or wealthier faction should be part of a geometry. It can be part of a grid —polar or Cartesian— a militant triangle, star, diamond, etc. (as long as it's pointy), or your choice of polygon. Poorer areas, or places where the sprawl has grown with the city's population, are normally going to be like tree branches or rivers. The passageways flow around larger buildings (connecting to but not overpowering geometric ones) and natural formations. So for this map, the area around the church, the clock tower, and all major buildings housing the wealthy or government services (electrical and water centers) should be on a geometric pattern. This includes the verticals. The pipes and lines should radiate out in the same pattern as the ground-level roads. The "sprawl" is not random. There is a pattern to how sprawls develop, and often it grows like a tree. main branch of traffic forms, and the smaller branches bud out after that. If the sprawl is growing out of decay, the original large structures will look more like rocks in a river if you take a bird's-eye view. In areas where geometrical growth meets asymmetrical growth, in a newer city (only a couple hundred years old) you often find its a no-man's zone. There's not really any established business or housing from either side that seems to be permanent. It's in flux. Older cities will still maintain the line, but there is a mix of well and poorly funded architecture. Two of the biggies for navigation are the facades and the roads. In an area around a well-funded, high-profile project such as a church, the church will decide the look of the area. If its design is sedate and dark, many of the major structures in the neighborhood will to reflect that. And the road, which is normally funded by the builder, will be uniform in that area and wider than those found elsewhere. So around our theoretical church, that's in an older city, the buildings should show signs of having started out from the same designer. The roads should all be the same material and wide enough for high traffic or parades. A more recently built clock tower nearby our church will have it's own sycophantic buildings, but in better condition, and its own unique, wide pavements. If the structures' properties meet, then there is a distinct border. More often than not though, there is an intermediate section of sprawl that connects the two areas. Where sprawl sits closely between two properties, it leans more towards one design or the other. This is not really important for smaller maps. Smaller maps are tiny sections of larger geometry or asymmetric growth and can be treated independently. There are fewer high-level patterns to consider, and the above topics won't affect a player's run. But on a large map such as this one, consideration to city planning and growth can drastically increase a player's ability to navigate. One last note. This advice is given based the growth of a city considering material wealth only. Vying political factions and wars will change the footprint of various parts of a city in different ways than I described above. Asymmetric and geometric patterns will still arise, but density and direction will be different.
  16. 4 points
    Congrats guys! This thing is one beast of mission and well worth the time. Lots of incredible scenery and just an enormous amount of exploration. Not too mention some unbelievable secrets.
  17. 4 points
    I'm not sure what you are talking about. Rendering in browser lags behind desktop rendering in terms of features by several years. Until WebGL 2.0 came out, I estimated the difference to be about 10 years. Moreover, even if someone managed to build working TDM for browser, working with it would be a major pain for programmers (less/worse tools, more problems, everything is slow, etc). Just forget about browser, it is completely pointless.
  18. 4 points
    EDIT: same post of jaxa, LOL!
  19. 4 points
    Let me be the first to congratulate on this tremendous personal and community achievement
  20. 4 points
    Not nitpicking at all. Correctly adjusting volume levels is important but often neglected, even in commercial games (in Dungeons and Dragons Online there are certain quests with background music which is deafening and renders the game sounds inaudible, making me wonder if the developers ever actually test their own game). It's very easy to introduce a cool new sound or piece of music but make it too loud, because subjectively "loud sounds better" to most listeners. Waveform normalisation doesn't solve this problem, because many sounds need to play at different volumes, and peak amplitude doesn't entirely determine subjective loudness in any case. If background music plays at the same RMS power as guard shouts, then the music will sound too loud and the player will struggle to hear the guard shouts at all. I don't think new cvars are needed, just some sensible tweaks to the volume offsets in the sound data files. If particular sounds are too loud, this can be tweaked by adding small volume reductions (e.g. steps of -2 dB) in the sound shader until the subjective volume levels seem more similar. One thing I learned in music production is how much you can progressively lower the volume of a sound while it still remains completely audible (because human hearing is non-linear), but it fits so much better in the mix once it's reduced to a similar level as surrounding sounds.
  21. 4 points
    Hello fellow taffers! My mission is now ready to be beta tested and will be available in the beta testing forum. No formal sign up necessary, just say hi here or in the beta tester's forum. Come one and all! It's not required to have played the first two missions in the series, but it would probably be helpful from a narrative perspective. 2.08 beta is not required but if some people would like to test on that version, that would be great.
  22. 4 points
    I could easily add at least the default keys to be displayed in the Unofficial Patch if this will not go into the core game. Only one text file needs to be edited! P.S.: So here is my first version of the training_mission string file with included default keys mentioned and connected formation and other text issues fixed. IcyMoon, please extract the attached archive into your The Dark Mod/fms folder and report back if I missed some formation issues! training_mission.rar
  23. 4 points
    Though I'm not available to debug elevator problems, I can make a suggestion that has nothing to do with moving AI or trying new elevators or moving buttons, etc. Back when St. Lucia was getting a facelift, the guards refused to use the small elevator in the mission. Nothing I did involving the elevator or guards would solve the problem. Then I noticed that pathfinding, which likes to calculate distances and reachability between the centers of AAS clusters, was setting the center of a cluster at the bottom floor of the elevator high up on a worldbrush piece of door trim. Way up off the floor, and denying reachability to that cluster when evaluating a path with an elevator in it. We changed that worldbrush to a func_static, and the cluster center shifted down onto the floor and the guards started using the elevator. So here's my suggestion ... 1. Look at the rooms around each stop of the elevator. Filter out all entities, and allow monsterclip to be displayed. 2. Now examine all horizontal worldbrush surfaces (except the actual floor) and see if you spot any that don't have m/c sitting on them, extending up to the ceiling above. It's surfaces like these that dmap considers reachable by AI, and it will assign AAS areas to them. Cover these surfaces with m/c. (Or if the brush is a piece of trim, convert it to a func_static.) 3. Now make sure that ALL m/c in the room extends up to the ceiling. Otherwise, dmap will consider the tops of those short m/c brushes as walkable surfaces, which you don't want. 4. Dmap and see if the guards start using the elevator. If not, I have no further suggestions. Good luck.
  24. 4 points
    Just did a refresh of https://wiki.thedarkmod.com/index.php?title=Text_Decals_for_Signs_etc. Mainly a new middle section with an example of how font resizing and wordwrap works, with comparison photos in DR and in-game. And some muddle cleanup in the first section. I left the last "customization" section as is.
  25. 3 points
    welcome. we dont know what type of missions you like. So i suggest to play them all.
  26. 3 points
    Someone at PCGamer has noticed TDM and published it. He specifically mentions the new The Painters Wife mod. https://www.pcgamer.com/free-thief-like-game-the-dark-mod-updates-with-graphical-revamps/ Thought it was nice to see this.
  27. 3 points
    Started to to just that. Blocking out sections with void sealing caulkwork and then building my street sections inside these areas.
  28. 3 points
    This map is an exquisite smorgasbord of Thiefy goodness. I've been in two hours and I haven't even considered the main quest yet.
  29. 3 points
    Let's not go overboard. It's nice if the mod gets a mention in the gaming press, but that isn't a reason to bow down and kiss the feet of the media. That sort of thing is likely to alienate some of the potential playerbase (they will perceive it as "media whoring", "selling out" etc). Of course there's nothing wrong with engaging with their community in a friendly (and non-spammy way), helping people with installation issues or particular missions. But I wouldn't vote for blatant marketing-related things like putting commercial banners in the game.
  30. 3 points
    Seems like what's one's life project can light many lives, too! Congrats to all involved, I'm sure you put all of yourselves into this project. I've just found this mission and...even after the intro and MAP - are you kiddin' me? An FM? It's a whole new game! WOW! Thanks a lot, I feel like discovering the entire chocolate manufacture just for me My preciousss...
  31. 3 points
    Sure, here is the map file in 2048x2048. I'll check whether an even higher res original can be found somewhere. (Probably ought to revise some of the annotations in an update). @Bumbling Thief @kin
  32. 3 points
    TDM 2.08 comes with a wealth of new monster characters that’ll be sure to enrich future missions: Manbeast by Kingsal Werebeast by Diego, Springheel, Obsttorte & Destined Clothed and running zombies by Springheel Flame bearing skeletons by Springheel There are some things to be aware of if you are a mission author interested in working with the werebeast or manbeast: The werebeast is only partially completed in terms of animations and vocals for now, so it’s recommended not to use it the same way you would a regular AI. Some important issues were found in the last minutes of this dev cycle, in particular concerning the manbeast (i.e. LOD and material definitions). The fixes came too late to make it into this release, so please download this patch and place it in your mission’s folder if you intend to make a mission with manbeasts. If the patch was successful you’ll see a new top-level folder named after your FM in ‘Create Entity’ listing all the changed entities. There’s no need to extract the .pk4. If you see someone working with the manbeast characters, please point them to this patch to make sure they’re using it.
  33. 3 points
  34. 3 points
    Congratulations! What a surprise. I am looking forward to see what has become of this. Thanks to everyone involved in getting this done.
  35. 3 points
    This is how I've gotten door locking to work, using scripting. Write a script function that locks the door, something like void lockMyDoor() { $myDoor.Lock(); } where 'myDoor' is the name of your door entity. Then on your atdm:target_call_scriptfunction you need a spawnarg "call" "lockMyDoor" (I've always used lowercase "call"). Edit - fixed typo in the spawnarg
  36. 3 points
    Nope, it's been off for the whole beta test phase. It must be something on my side then, maybe some leftover file I tested for cabalistic... Let me delete my glprogs folder and run the updater again, see what happens. Yeah, what do you know, the problem's no longer present. I completely forgot I had to put up custom shaders when we were testing the parallax corrected cubemaps/ssao. Phew.
  37. 3 points
    Scratch that last post claim of 1 week. Time flies faster than I realize. Also, I have a few more ideas which I feel need to be incorporated into version 5. I also need to experiment with the elevator call positions a bit more. AI are sometimes hesitant to step onto the platform after having called the elevator to their floor. Since I will be re-doing the cave at the beginning of the map, it would be a good time to re-do the cliff walls as well. The player will require more hiding places in the outdoor area, due to changes with the way things are illuminated. Some creative landscaping is due to accommodate this.
  38. 3 points
    I like the idea, but I'm afraid it is not possible to get the key from settings into the map right now. There is method idCommon::KeysFromBinding right now. I think it is possible to add a bit of code which would allow referencing the in a map. And I think there is already some way for a mapper to show text on screen.
  39. 3 points
    I suspect that if you're customising key bindings you already don't care about the tutorial telling which key to press. Given that the tutorial claims to be a Tutorial, you have to assume that the user wants to have their hand held to begin with. I sympathise with IcyMoon, the tutorial should be for her, not for us experienced users.
  40. 3 points
    FYI, everyone, I'm likely about 1 week (yeah, right) away from Siege Shop v. 5.0 (Beta). This will be the biggest re-design since v. 3, and the final version of the mission (sans bug fixes for future TDM releases). I just need to make a new cave area for the player to pass through, finalize some lights, adjust some AI paths, and finish modifying/decorating about 3 or 4 rooms. I also have some fancy furniture which needs to be replaced with some rougher furniture. Readables will then be given a once-over and it will be ready to release for Beta testing.
  41. 3 points
    Hurray, I somehow managed to do it ! For anybody else in need for help, these are the console commands I used: remove DeskKey01 spawn atdm:prop_key_fancy01 name DeskKey01
  42. 3 points
    Disclaimer: This mission is not set in Canada. William Steele 1: In the North (by grayman) is the first part of the long-running William Steele series, which stars the titular character. Steele, unlike most other Dark Mod protagonists, isn’t a thief by profession, but a guard in the service of a nobleman after he left his home after a fight with his father. Realizing that he’s forgotten the reason they fought in the first place, he decides to head back home, but his employer has an issue: He’s earned the ire of another noble named Harcourt, who’s put out a bounty on him. Steele decides that, before he heads back home, he needs to repay his boss by stealing the gold bar serving as the bounty and disarming the threat. I’ll say right now that In the North is an excellent mission with a well-designed mansion with multiple little touches that make the whole mission a solid experience. The mansion feels like an actual mansion, carefully split up yet still allowing you to easily get from one end to the other. Unlike Sir Taffsalot’s Sword (which was made much later), the mission gives you more paths to explore, ranging from parkour to secret passageways. The difficulty is fair. Guards are plentiful, but can usually be avoided with some waiting. The only real chokepoint to me was the courtyard early on, since I had guards coming in and out of it almost constantly. The loot goal isn’t hard to hit either. One of the things that sets this mission (and other grayman missions) apart is the storytelling. This mission was one of the first I think to feature the NPCs doing idle events, like examining pictures or sitting down for a break. There are other little touches, like the visiting noblewoman with the mute bodyguards that give the mission a little bit of flair. There’s also a “shift change” at a certain time that moves the guards around, making some places easier to get to but others harder to access. The story is also stronger than some other missions; beyond the little touches involving moment-to-moment life in the manor, there are also quite a few readables and optional objectives. While you can argue that there are perhaps a few too many readables in your inventory by the end of the mission, they’re all useful, either giving worldbuilding about the history of the manor and it’s attached chapel and catacombs, or giving hints about loot and characters. The optional objectives have results ranging from loot to warm fuzzies to an ending cutscene. It allows you to “choose” how Steele reacts to what’s going on around him in a way that most Dark Mod missions don’t allow, even if it is a little limited. The only real gripe I have is that the voice of an important NPC is a little quiet, although you get an objective to do what he said after his request, so it’s a very minor complaint. The mission can also be considered a little on the easy side: you have plenty of equipment and if you blackjack a bit, you’ll have a pretty easy time. But then you miss out on all those little quirks of the NPCs! I didn’t have any problems personally on my first, blackjack-heavy run, but players interested in immersion might want to restrain themselves. All in all, an excellent, must-play mission. Highly Recommended.
  43. 3 points
    BTW, for anyone wondering about how tall the elevator is, here's a DR shot of the elevator-only test map. You can see the silhouette of the guard on the upper level.
  44. 3 points
    SOLVED! @Springheel, thanks for the tip. As you said, the AI's damage was causing the elevator reversal. But the source of that pain turned out to lay elsewhere than worldspawn collision. Because this is a tall express elevator, I had doubled its speed from the default 30 to 60. Evidently the abrupt stop when going upward (but not downward... odd) inflicts the pain. If I reduce it to 55, the AI handles it fine, and everything works. It is possible that this max speed of 55 is the same for all AI. It is also possible that it varies, e.g., based on mass. I'll leave that for someone else. IRL an express elevator has a gradual acceleration/deceleration cycle. Too much to ask for here, methinks.
  45. 3 points
    For those of you hating on Epic, this game is now finally on Steam. Do yourselves a favor and just try this masterpiece of an indie game!
  46. 3 points
    I'm trying to fix an elevator which mysteriously broke after adjusting (seemingly) nothing about it. That's what I'm working on now. I have a suspicion it has something to do with aas32_flood, but I've tried everything I can think of with no good results. The bottom floor elevator position is broken on the west elevator in Siege Shop. AI approaching the elevator do not use the call button and perform all of their upstairs animations in front of the elevator. I only noticed after having moved a light from the top of the elevator shaft. I had previously re-textured the elevator, but until two nights ago, AI didn't seem to care and continued to use it. Believing the elevator itself to be the problem, reconstruction of the elevator was begun. The AI refused to get on the elevator at the first floor. I checked and corrected origins, comparing everything with a freshly imported prefab elevator. I even tried replacing the entire west elevator with a new prefab. New visportals didn't help and don't seem to make any difference anyway. Replaced the call buttons. Duplicated, rotated, and positioned parts from the working east elevator. Attempted to re-do aas32_flood. Only on floors with no AI start. only on both upper floors. only on the middle/top/bottom floor. only on all floors. sitting on the floor vs. sunk halfway into the floor. far away from other brushwork on all sides. near the elevator and far away from it. Moved an AI to a different floor. They can use the elevator between the top two floors properly. Triple checked entity origins, dimensions and positions when comparing to the 3-floor prefab elevator. I just thought of a possibility. I did add a new area which connects the first two floors on the east side of the building. Would that cause the AI to not use the west elevator between floors 1 and 2? Anyway, time to move on to other work. Siege Shop is getting its final makeover. That's what I am really working on. New player start area, before the cave, along the road leading to the siege shop. There will be a new cave. ...likely with climbing options to the upper area in addition to the rope arrow option. will replace the "tube" cave with something more natural looking, sans the texture seam down the side. Gonna have to put something scary or weird in the cave. Changed textures yet again throughout the map. Greatly enhanced weather effects in outdoor areas Greatly toned-down textures and decorations on the middle floor. Greatly reduced need for water torches on the lower two floors Changed many light sources/colors/radii throughout the map. Moved the lights from the tops of the elevator shafts to the actual elevator platforms (maybe.. I have to keep it sneak-able) This is not what broke the elevator. More junk and stuff, just about everywhere. The bottoms of the elevator shafts are begging to be partially filled with trash, bottles, etc. Came up with some better shelving ideas than wood shelves sticking out of concrete walls. Some re-design to the workshop cavern with alternate/new routes for certain AI to take. I (finally) noticed issues with RIT paths where AI would sometimes leave a room and then decide to immediately re-enter it. Will re-do many RIT networks to fix this behavior. Rocks, trees, grass, etc., are being added to outdoor areas. Updated the balloon. I'm going to open the front gates, but not for the player to venture through. A glimpse of the outdoor weather would be good here, so I'll put a cart delivering goods outside the gate. Personal quarters are getting re-done on the upper floor, regardless of rank. With the new start area come more guards. They need somewhere to sleep. The aforementioned elevator was just added to the list.
  47. 3 points
    Then I'd suspect you're testing the wrong scene, or your other settings are too light. Setting FBO resolution to 2 (which means 4x the pixels!) takes twice as much GPU time for my RTX 2080 Ti at the Briarwood Manor opening, for example. It's already impressive that it doesn't take 4x as much time, but it *is* by far the most expensive graphical option there is.
  48. 3 points
    Some people will try to set every graphical setting to its maximum if they have a decent system, but for something so ridiculously expensive like supersampling, that might be deceptive. I'd argue that it's an advanced setting for people who know what they're doing.
  49. 3 points
    beta208-08 has been released. The list of changes is provided in its usual place. Remember that you must download tdm_mirrors.txt again from the link in the original post before running tdm_update. Hopefully, this would be the last one.
  50. 2 points
    It works, it works. And everywhere if the driver is instructed to allow it (you can always modify this via Nvidia Profile Inspector, to allow it *everywhere* ). It's AMD MLAA that has a totally erratic behaviour about working or not in a game when forced via driver control panel. Remember to force the Triple Buffering in OpenGL games when you don't see the option in the game itself and you use VSync to avoid tearing Otherwise you'll got the framerate as a submultiple of the refresh rate (refresh rate 60 -> framerate: 60 if FPS>=60, 30 if 30<FPS<60, etc.)
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