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Showing content with the highest reputation since 10/23/20 in Posts

  1. I'm sure some of you will recognize where these shots were taken from
    10 points
  2. Video is updated and should be bright enough. All sfx is WIP. Background ambience will be changed.
    9 points
  3. VIDEO: randomly thrown stuff by scary ghosts part 2
    6 points
  4. @MirceaKitsune This is funny stuff : D I got it figured out. You can use all entitys from the Moveables category (Create entity -> Moveables) and you need to set the spawnargs of all the items to frobable : 0 , otherwise strange things happen when you are holding one of the items. It doesn't matter where you put them. The next step will take care of it. Next you need to create a trigger_sequencer (Create entity -> Triggers), name it Stuff, and target (ctrl+k) all of the items that you want to be thrown. The script will randomly pick one of the targets from the "list" of ta
    5 points
  5. I got a memo from my supervisor that my contract won't be extended, which means I'm outta work in December. Good thing there are others hiring, so I may actually find something before my contract ends. Remember kids, never get too attached to corporations, even if they look like a comfy place to work in.
    3 points
  6. "Pals, Cataluna, Spain" https://twitter.com/architecturehub/status/1320662719582900225
    3 points
  7. Thats partly as to why I didn't release my first attempt. The original is incredibly difficult to visportal properly, there were way too many drastic frame drops in key areas. Going into it this time, I plan on adding more density and use a strong atmosphere to create a subconscious illusion of a bigger space. Some areas I already know will be very difficult. I'm also giving myself a bit of flexibility on how faithful I want to be to the original layout. This will give me leverage to work within my limits to optimize performance.
    3 points
  8. Fantastic work, very atmospheric!
    3 points
  9. 3 points
  10. Good luck! I am currently working for a premium security software group that is used by Fortune 500 companies and world governments (including USA). Working anywhere else, I would probably be considered an L3 tech but here I am called an L1. We are paid very meagerly because the job market in my city is very poor and we have a very good technical college with lots of graduates eager to get job experience (and willing to work for peanuts). I regularly tell 6 figure earning admins how to do things that they should already know based on their certifications. I should be shoppi
    2 points
  11. Sometimes YT recommendations are just brilliant.
    2 points
  12. Thanks revelator, I can finally compile penumbra
    2 points
  13. RX 6900 XT, around RTX 3090 performance, December 8, $999 RX 6800 XT, around RTX 3080 performance, November 18, $649 RX 6800, 18% faster than 2080 Ti, November 18, $579 Nvidia rekt.
    2 points
  14. Oh this is so cool! I always wished to see an original thief mission becoming alive in The Dark Mod. Good luck - I can't wait. Good idea to not build it 1:1 the same BTW.
    2 points
  15. Another excellent mission. Thanks for creating it! I found the puzzles rewarding, and the story very well-written and enjoyable, just like in all of your missions. The ambient music/atmosphere is perfect, and the interior of the cathedral truly breathtaking. I hope you make more missions in the future!
    2 points
  16. A beautiful job! Can’t wait to play it.
    2 points
  17. looking forward to it. I've always wanted to see some of the old T1/2/3 environments reimagined in FMs set hundreds of years after the events of the original games. that's one of the things I liked about Thief 4.
    2 points
  18. You sure will, I'm rebuilding the whole map with my own personal touches and missions. I'm not planning on rebuilding Angel Watch, maybe a rendition of it in the future, not 100% sure just yet.
    2 points
  19. stunning. I hope we get to explore the necromancer's tower
    2 points
  20. Yeah that's 10/10 atmosphere there.
    2 points
  21. Got it to work! The issue was that I was calling my function "kill" which was already a defined function, renaming it solved the problem and got the NPC's to die accordingly. One more question for the night: Where in the entities is the gramophone located? I was looking for the disc player I noticed a lot of missions have, but couldn't find it anywhere.
    2 points
  22. Take a look at this: https://wiki.thedarkmod.com/index.php?title=Alert_%26_Suspicion_Triggers#Missing_or_Moved_Objects.2C_Absence_Markers
    1 point
  23. Talking about Epic Store: https://www.epicgames.com/store/de/free-games
    1 point
  24. I'd rather release my FM before I say much about it. Let's just say I'm sure many will surely find it... interesting. Please let me know about that blood particle spawner when anyone who has an idea of that is around. Kinda the last thing I need to do... as far as the basics go, most that's left is detailing and fixing a few bugs.
    1 point
  25. Why do you have the visportal faces on the edges of those brushes? dmap is telling you correctly that the vp faces are embedded entirely in the world brushes they border. Use DR's "brush->Make Visportal" button to create legal visportals.
    1 point
  26. Found a much simpler way to get the flying objects effect I wanted: No movers or fake positional entities required, just a repeater to call the script and a sequencer to pick the random target. Using this method you can still leave the moving entity as frobable, it will only jump while you aren't holding it void poltergeist() { entity obj=$trigger_sequencer_1.randomTarget("nothing"); float str = 1000; vector vel = '0 0 0'; vel_x = (-1 + sys.random(2)) * str; vel_y = (-1 + sys.random(2)) * str; vel_z = sys.random(1) * str; obj.setLinearVelocity(vel); }
    1 point
  27. Np m8 a few of the tools actually needed updating of the source code but luckily the changes needed where in some of the other tools. HPL2 has recently been opensourced as well, might want a look at that one as well.
    1 point
  28. Based on AMD's marketing bla, yes. As far as I read, the not verified performance is also only possible in combination with tech from the Ryzen 5xxx's (Smart Access Memory). So, yeah, time to soft-pedal that hype-meter. Wait for some independent benchmarks, then we'll see.
    1 point
  29. Aaaand it's postponed again. New date is December 10th. On a side note, they announced winners in art contest.
    1 point
  30. As it happens I am actually working on the exact same thing as @MirceaKitsune for a Halloween update of CoS 3. I've ran into the exact same problem, my revenants go haywire when they see the corpses of the former guards around town. I tried adding the .StimEnable(14, 0); to the kill script, and it seems to work... partially. The revenants no longer "see" the corpses, but if they walk into them they become alerted. Don't know if there is a "proprioception" stim that you can turn off as well to maybe solve it? I just tried becomeRagdoll and stopmove and hilarity ensued! I was walk
    1 point
  31. Why doesn't this work with Epic Store? www.epicgames.com/giveaway/claim www.epicgames.com/giveaway/givemefreegameznao
    1 point
  32. You could disable the visual stims emitted by those AIs, in the same script that kills / knocks them out. $name_of_ai.StimEnable(14, 0); 14 is the ID# of visual stims (found in script/tdm_stim_response.script), 0 is to disable. (If they start ragdolled at map start you can just disable the visual stim in the S/R Editor). One method is to encase him in a brush of nodrawsolid and apply health 1000. If you want to go further you could make a looping script that refreshes his health every few seconds. For never becoming alert, you can set all his acuities to 0.
    1 point
  33. First pass at DXR in Doom 3 by Justin
    1 point
  34. Thank you very much, that did it! For the lute: I'm not sure how comfortable I am with using a fake objective just to turn it off from playing, that feels like a cheap hack to work around a limitation. Is there no other way? Just as importantly, I can't fix its offset issue. What joint should I be attaching it to? Like I said I give the AI "def_attach5 atdm:prop_playable_lute" (which gets the object to show and the character's playing animation going). With that though I also need a pos_attach5 otherwise the map will crash at startup with a complaint. I tried both "pos_attach5 hand_l
    1 point
  35. @MirceaKitsune To mute the lute with an invisable objective set the following, where LuteMusic is the name of the speaker and LutePlayer is the name of the AI:
    1 point
  36. There are rumors that a legendary ruby, the Heart of Saint Mattis, actually exists. Break into the the Northgate Cathedral, find it, and steal it. Background This is my second Dark Mod mission (Mission of Mercy was the first). This is a small-medium mission, with some extras. See below for hints. My wife just gave me an idea for mission number three, so look for that next year.
    1 point
  37. A famous painting is on display at the local museum. Steal it, of course! Title: Now and Then Filename : nowandthen.pk4 (download) Author: joebarnin Date of release: 08 September 2020 Version: 1 EFX: Yes Requires: TDM 2.08 Author: joebarnin Custom ambients: JackFarmer Gameplay notes Thorough investigation is encouraged. Scary AIs: No spiders, skeletons, undead, or ghosts. One live rat and one dead one. Makes use of the 'peek' ability, allowing the player to peek through
    1 point
  38. Thanks for this great mission. I really enjoyed it! One question regarding the story:
    1 point
  39. One of my favorite hidden features in "Deus ex" is the fact that security bots can run out of ammo. After three minutes it says "out of ammo" and just goes away:
    1 point
  40. I loved the atmosphere in Thief 4, but the gameplay was lackluster imo. This is my second time mapping out Life of the Party, my first attempt was more of a copy with minor visual upgrades to see if I can pull it off. This time around, I decided to build in sections, treating each area as though they were their own FM. Essentially, my goal with this project is to create a very atmospheric and nostalgic experience. Below is an image of my first time mapping Life of the Party quite a few years back. I was fairly new to Radiant coming from mapping in Hammer. This map wasn't as successful as
    1 point
  41. @Destined I tried again with the grammo, but nothing happens, even with a trigger in between. I guess a model on it's own doesn't have anything in it to define what happens when frobbed, so a frob_action_script should be added. I also tried frob_action_script:frob_door , that is already in the game itself, so doesn't have to be scripted separately, but that doesn't work. But I found a post regarding this: That way it works without having to write your own script : ) Thanks .. I have put the simple/obvious method in to the post/tutorial.
    1 point
  42. Maybe it needs a trigger entity in between. I think there is a difference between targeting and triggering. But it is quite some time since I last worked with speakers... The trigger (or trigger array) could then also target an objective change entity. If you are used to scripts, they are easier, but if you want to avoid them, there are also other ways in many cases. Not for everything, of course, but you can do a lot of stuff even without scripts.
    1 point
  43. That site is great. I always knew how Deus Ex was supposed to be larger and more expansive and the realities of game development cut some stuff out, but I'm surprised just how many assets were not only unused but remained within the game files and COULD still have been used if the scripting was modified to incorporate them (particularly audio files like AI barks.) By far though my favorite "cut content" is one I've known for a while. During the chapter where Paul is hiding in his apartment from UNATCO (which is of course the best place to lay low when people are after you), he asks JC to
    1 point
  44. Here is a fun side-by-side comparison. Just a note: The story/plot and set pieces will have no ties with the Thief series. I am planning on including Easter Eggs for nostalgic reasons alone.
    1 point
  45. When I opened the map with my office laptop, the map was very dark. I'm quite sure my monitor needs calibrated. These images are more more accurate as to what the ambience is supposed to look like (still wip and tweaking)
    1 point
  46. @nbohr1more has uploaded version 3 to the mirrors today. Changes:
    1 point
  47. Glad you enjoyed! Matter of fact I recently also replayed it with the VR mod!
    1 point
  48. Two pics from the next William Steele mission, entitled Baleford Museum.
    1 point
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