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  1. ============================================================== Title: Hidden Hands: The Anomaly Filename : hhta.pk4 Author: Jack Farmer Date of release: 01.05.2021 (version: 1) - 08.05.2021 (version 2) EFX: Yes Version 1 available via the DM mission downloader Version 2 available here https://we.tl/t-P1eLXUR0Mh (upload to mirros will be carried out at around May, 14th due to infrastructure updates, see subsequent post below for changes) Mission does not run under 2.08 due to missing new core assets - please update to 2.09 ===================================
    16 points
  2. DarkRadiant 2.12.0 is ready for download. Feature highlights include a new customisable GUI and the first iteration of the Material Editor GUI. Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/2.12.0 and of course linked from the website https://www.darkradiant.net Thanks go out to all who helped testing this release! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issu
    12 points
  3. 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
  4. In the latest build dev16256-9358, the code for holding objects and dragging unconscious bodies has been changed. It is possible to switch between the old and the new code (e.g. to compare them) using cvar: "tdm_drag_new 1": use new code (the new default). "tdm_drag_new 0": use old code (was the only option in TDM 2.09 and before). With the new code, there are three modes of dragging/moving objects: Moving items (candles, apples, crates, etc.) around in normal/"messy" mode. Moving items around in "silent" mode. Dragging bodies (ragdolls = art
    7 points
  5. We are planning major upgrade in our FM database in the nearest future. Most likely, players won't notice anything. However, if something weird happens (can't download FM, see FM details/screenshots, error during download, FM missing, etc), please report here. Attention to mappers: the FM database will be locked for new missions and mission updates during the process. Here is the approximate schedule (UTC time): [6 May] Download all FMs from old mirrors and commit them to SVN. [until 8 May] Internal testing by team members. [8-9 May] Switch FM database: pla
    6 points
  6. 1) Mission updates will have "SVN history" so you can revert to older FM versions (so that you can also revert to older TDM versions that wont work with the newer ones). 2) Mission history will also safeguard against accidentally damaging existing missions when uploading new ones to the mirrors 3) Being able to mass update missions to take advantage of new TDM fixes, rather than manually updating missions this way 4) Only updating FM's on one mirror will propagate to other mirrors 5) Migrating to new mirrors as Southquarter and Fidcal mirrors are going or have gone offline
    6 points
  7. 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.
    6 points
  8. The latest dev build dev16238-9330 includes dmap diagnostics for location separators and location entities. The goal is the same as for visportals: to make sure that 1) mapper knows that there are problems with locations, and 2) he knows where to look at and what to fix. While looking at issues on released maps, I noticed two surprising issues First of all, locationSeparator applies to visportal if their bounding boxes intersect. This is not a problem for axis-aligned visportals, but if a visportal is under some angle, then the locationSeparator may apply to it even though t
    5 points
  9. I really have to ask, though - why not Unity or Unreal? Or Godot, if open source is important? All three of them are much more modern engines and probably a lot easier to work with, in general. You'd have to find a very specific advantage in using idTech4 to justify that route, imho. And as stgatilov pointed out, TDM is a very specific derivative of idTech4, so even if you absolutely do want to go idTech4, there are probably engine clones that are better suited for it.
    4 points
  10. Hotfix release for 2.09 is available for testing. You can obtain it with tdm_installer. Make sure you check "Get custom version" on the first page, then choose release209a on the second page. If you need 32-bit binary, you can download them in additional archive here. After a very short testing, this hotfix will become the new "default" in tdm_installer, unless any serious issues are detected. Contrary to the usual case, savegames are fully compatible both ways between original 2.09 release and 2.09a hotfix release. You don't need to finish playing current mission in order
    3 points
  11. The FM wiki has been updated with the new link format for the new database.
    3 points
  12. Yes, a lot of people have noticed it already. I can probably say "use your lantern", although I guess it would make ghosting harder I guess @cabalistic is still considering highlighting the surface too, but it turned out to be not so easy. If Uncap FPS is off, then you are limited by 60 FPS, hence the value you set in Max FPS has no effect. The new behavior makes it more apparent.
    3 points
  13. Hey folks. This Month, I have joined a running group in the Million Reasons Run. It is collecting money for the Sick Kids Foundation which will then give that money to children's hospitals and related organizations in Canada. Today, all donations will be matched dollar for dollar...so your 10 dollar donation or whatever you choose to donate, will be doubled. So yeah, I am asking for money but it's a great cause. If you choose to donate, just use the link below and it will take you to my fundraising page! Thanks! https://www.millionreasons.run/fundr
    3 points
  14. My framerate jumped from about a steady average of 30 throughout the map to 50-60. Great patch. The mission itself is excellent too, by the way.
    3 points
  15. You feel like you're in a time warp from which you can't escape. Once or twice a year, the same topics come up (Why aren't you on Steam? When is the campaign coming? Can I use your stuff for my commercial project? Why aren't you doing a remake of Thief Gold?) I also wonder why the OP doesn't think of something newer and more manageable like UE first. Felizitas recently demonstrated what can be done with it. No offense, man, but I think we've already had something like that here at least twice. If my recollection is correct, we never heard from these posters again, and the reason f
    3 points
  16. You're mixing up a few different things here. DarkRadiant is just the editor. Its source code is fully GPL, but if you're just using it as an editor to create maps, the license doesn't matter — you can release those maps under whatever license you want. DarkRadiant isn't in itself a game engine, so you can't really make a game out of it, although you could use it as your preferred editor for producing maps with your own game. The Dark Mod source code is the game engine, and it is GPL. It is not unlawful to try to sell a game based off it, but it would be commercially rather difficult
    3 points
  17. v 0.71 fake spec diffuse light enhancement boosted a bit to be more noticeable added the direct light rimlight boost back in Fake Spec Boost Fake Specs enhance diffuse lighting overall, creating subtle specular shines on things that don't normally have specs, and enhancing stuff that does. When I'm working on them, I'm hyper-focused on them, and notice very subtle amounts. But, regular players are going to be blowing through areas, and won't notice anything that is barely noticeable by me when I'm hyper-focused on them. So, I boosted the amount a bit. The idea isn't fo
    3 points
  18. @Petike the Taffer You have not responded here till now. I will not take over without your permission.
    3 points
  19. The Complete Edition of Horizon Zero Dawn can be downloaded for free in the Playstation Store for PS4 and I also think for PS5 till May 14/15th.
    3 points
  20. Hello, I am somewhat new to TDM, been playing for 2 or 3 months now. Made an account here to tell you that I've enjoyed this map and I'm looking forward to it's sequel. Very interesting story!
    3 points
  21. Ha, good question: I do not enjoy killing characters in general and I generally take the stealth approach, usually blackjacking them, but: And I think I found only 3/5 secrets, have no idea where the others might be
    3 points
  22. Revisited with frame blending
    3 points
  23. 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
    3 points
  24. 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
    3 points
  25. 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
    3 points
  26. Sometimes I just want to come here and say stuff like "hah, how about those biscotti biscuits, eh? Tried for the first time and my mind was blown into a million tiny biscobits. They're pretty good! also, I'm a dad now. anyway, bye" But I feel a new topic would be too strong, and I'm not yet sold on the Discord. I was an avid IRC user in the past (where I met my current wife, btw) but even so discord still doesn't work for me, I don't know. So yeah, I am a dad now! that is actually a thing. He looks like me and is very tiny and I love him. Also, the easiest personality to raise a child I'v
    2 points
  27. Here's a better gif comparing the ambient as-is to the under-darkening effect...
    2 points
  28. Okay, I've been playing around with the latest build and so far the new system for moving objects is absolutely amazing! At first I felt as if I was cheating a bit by how easily objects could be manipulated silently, but the more I played around with it and gave it some thought it made a lot of sense. I'm just so used to objects behaving rather unrealistically. It doesn't make any sense for a candle being slid ever so slowly across a table to make a cacophony of noise, but I sure do expect it to. I get hung up with not wanting to see the challenge compromised in any way, but ultimately it
    2 points
  29. On social media, I often find myself surprised how many people let their kids consume content not really appropriate for their age. A very recent example was news of a five year old having beaten Bloodborne, which is rated 16 years and older. While that is admittedly an impressive feat, I can't help but wonder what kind of parents let their five year old spend hours upon hours in front of a console playing a horror game? Or might this just be a cultural thing? Socio-economic? I think the users of our forum are very adult and intelligent, so I would like to know your opinion on this topic.
    2 points
  30. Considering your massive work load, I am not really surprised. Thus, an XXL thank you for your hard work and don't let this stuff frustrate you!
    2 points
  31. Converted all 147 FMs, committed them to SVN. Ready for internal testing by team members. Problems encountered: Internal name of @Goldwell's "Lord Edgar's Bathhouse" was changed from "bh" (too short) to "bathhouse". Internal name of @some1stoleit's "Cleaning Up the Neighbourhood" was changed from "cleaninguptheneighbourhood" (too long) to "cleanneighbourhood". Dragon's Claw and Elixir were missing on the main mirror, so I had to convert them manually. Mission "Away 1 - Air Pocket" had internal name "airpocket.pk4", which is invalid. Changed to just "airpocket".
    2 points
  32. Played this on Hard and thoroughly enjoyed it. Fine work Frost_Salamander and Kerry000! Looking forward to Part 2.
    2 points
  33. Superb. My only issue is with that 'busy inn' sound effect. It's very jarring when you are looking at the scene from the inside and what you are seeing is not matching the hustle and bustle of the sound. Oh, and consider doing a short hint guide (like this). Does not have to be as detailed, but great when you need that small nudge.
    2 points
  34. Congrats! This is an excellent mission - enjoy, everyone!
    2 points
  35. I have reviewed all FMs with non-ROQ video files. Among ~10 instances, all of them use the same format: mp4 + h264 + aac. I must admit it is rather expected. All the other supported formats (avi, mpeg4, mp3) are simply older/worse incarnations of this "most used trinity": there is no sane reason to use them. The only purpose which comes to my mind is troubleshooting, but I think after several years and with 10 FMs released without serious complaints, I think there is no trouble with the main format trinity. So I'm going to further restrict supported set of formats to mp4 + h264
    2 points
  36. Change log Version 2 (see op for download information): a. removed dust fog particle effects for enhanced performance and to prevent game crashes on certain configurations. ( thank you @Bluehawk) b. fixed the non-solid cave rocks in the final cave after the explosion ( thank you @STRUNK) If you have further crashes in game during certain events, please make sure that nothing is equipped in the right hand (loot, keys, scrolls etc.). This problem will be fixed with the next release version of the mod.
    2 points
  37. That you to Orbweaver as well!
    2 points
  38. What happens if you delete the currentfm.txt? Perhaps the dev version conflicts with the currently selected mission. (Just in case it does, it would be helpful to save its current value before deleting it...)
    2 points
  39. v 0.57 fixed issue (I caused) on TDM's original ambient rimlight.rgb stopped mul'ing ambient rimlight by inverse diffuse / specular map mix Been a while, but finally had a chance to circle back to the shaders. For ambient light, I have the fake spec map multiply by inverse diffuse color to help dull the shine. I also applied this fake spec / diffuse mix to rimlight to dull them, too. But, while playing some missions, I noticed it made the rimlight look like a monotone, uniform oily or smudgy color covering textures, covering up the underlying texture color. So, I
    2 points
  40. You can use g_timeModifier instead: https://bugs.thedarkmod.com/view.php?id=4698
    2 points
  41. The story is well written. I liked the thing the story doesn't explain everything and there are some unsolved mysteries for the sequel. I found loot worth about 4600 and 4 secrets. What I didn't find it's the exit door. It would be too tedious to search everything again so it's okay.
    2 points
  42. I have completed optimizing the outdoor area. There are some very large performance improvements. Set TDM Object Details (LOD) to Normal (or lower) to take advantage of some of the optimizations. Thanks to everyone who helped with performance suggestions. 1.02: https://drive.google.com/file/d/1wZc_nqHoX7kQvzfg08EpoRy2hyuH7mw3/view?usp=sharing I picked a few of the heavier areas and did some spot checks to compare the difference. Before: Draws 4.3k | Tris 1.98m | FPS 143 After: Draws 3.6k | Tris 0.64m | FPS 202 Before: Draws 7k | Tris 2.8m | FPS 107 After: Draws
    2 points
  43. Thanks, I'm in the middle of using hide at the moment and I'm seeing some very large performance improvements. I've found the best way to work out the hide distance is to temporarily insert a speaker right next to the entity and adjust the diameter to the preferred cull size, then divide the diameter in half and that becomes the hide_distance number.
    2 points
  44. We've run those tests before, and there was no performance benefit to using caulk.
    2 points
  45. Hey, hello, so glad people are having funsies! Ive added 2 new videos showing some of the update improvements! AI is starting to behave much better and i am getting a grip on the clunky elements!
    2 points
  46. I have looked into the outside visportals in the map. The visportals on the left/right of the castle are pretty good, I think they do their job well. The visportals in front of and behind the castle are strange, they don't help rendering in my opinion. Since I doubt they help with sound propagation too... it seems that removing them will not changed anything. Remove them all. If you have vast space without notable blockers, everything is generally visible from everywhere, and sound travels straight, then there is no reason to put any visportals. Another problem with these portals
    2 points
  47. Thanks for this mission! The increased AI sensitivity on Expert took some getting used to, but helped with the immersion. The good architecture and story sells it further. All around great mission, and looking forward to Part 2!
    2 points
  48. The main issue I have is that you can't blackjack guards that are alerted even if you are right behind them and they haven't drawn their weapon, because they magically become k.o. immune. I have fixed that in my Unofficial Patch, so you might want to give that a try: https://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-unofficial-patch
    2 points
  49. If you're referring to the little bell ringing in the background, that's part of the ambient track and cannot be removed by players. The only option would be to turn the ambient volume down all the way, unfortunately.
    2 points
  50. 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 !
    2 points
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