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Showing content with the highest reputation since 12/25/20 in Posts

  1. As I leave my crimbo vacation and return to my work duties I can feel that my time may be severely cut for mapping, so I may as well have you guys take a look at what I've been working on (you know, per the thread title and everything): I really wanna finish this one but RL is a bit volatile atm! Fates be kind!!!
    17 points
  2. Hard to follow up some of the recent screens people have been posting, but here's a little something for my beta testers to reassure them I've not forgotten about them! Part of a new area, really going for a natural feel with some pagan vibes, might be hard to notice but I've got some of @STRUNK's new bats flying around and they cast a great shadow in the moonlight as they pass by the cave opening (it's in the screen but looks way better in person!) Ignore the fps counter; I've got a misbehaving VP in the area.
    11 points
  3. First spiral staircase I've made. It do be lookin fresh doe.
    10 points
  4. Lately, I've been researching mirrors and real-time reflections, as in most missions I've seen them super clear and 100% reflective. It turns out there are better ways to do it. I wouldn't recommend real-time reflections in general, as there are quite numerous limitations on their use, and they're quite resource-heavy. But there are ways to make them look good. I'll go with the cubemap version, if the model ends up in my FM.
    8 points
  5. praise to the map builders out there. thank you
    8 points
  6. Hey all- I've updated this mission to version 1.2 Most of the fixes are under-the-hood stuff for 2.8 / 2.9 + minor visual tweaks and bug fixes: ============================================================= 1.2 Changelog ============================================================= - Fixed many broken visportals. (slightly better performance now in some areas). - Fixed a few broken readables. - Fixed most of those bad trees popping in and out. - Made a particular item easier to spot - Various minor bugs fixes and tweaks.
    8 points
  7. @LDAsh Thanks for posting that additional mesh. Turns out most of the work with preparing the statue is already done, so finishing this up was in reach. I've also done some optimisations to bring the asset more in line with existing statue assets in terms of texture size and tri counts. So I've done the following for this package: downsized the texture files, bringing the compressed weight down from 12mb to 3.7mb while still looking good ingame imo (1k diffuse, 1k normal, 512 specular, 256 editor image), considering that FMs with many custom assets typically range between 100mb an
    7 points
  8. And for the holiday season, more Stolen Heart WIP pics, this time of the music hall, where a priest coaches an acolyte in song. When the game is released, you'll find it's a Latin chant, a Builder version of a 13th century plainsong by Thomas Aquinas. Thanks be to @AndrosTheOxen, who voices both roles including the singing!
    6 points
  9. It’s my first FM I’ve ever created for any game. I’ve essentially finished the map but I’d like to have some feedback. I’m still open to changing things depending on feedback, so it hasn’t officially hit the beta stage yet. The mission is quite different than the standard thief/dark mod mission (more story driven and atmospheric) so I’ve got no idea how well it will be received. Due to the nature of the mission it will have lower replayability so keep that in mind if you wanted to test it before its official release. When there’s a few people interested I will post it in the beta testing forum
    5 points
  10. http://www.violae.net/temp/threedscansbootlegeve1.jpg It's not at all often I have anything to share suitable for TDM, but I thought this might be suitable. Originally from here:- http://threedscans.com/uncategorized/bootleg-eve/ The 2K textures are a mixture of what I've baked from the original 3-million triangle model, what I've painted in using Blender, and some CC0 textures from www.goodtextures.com - so everything remains under the CC0 license. Anyone is welcome to use it. There are 3 LODs - 13K, 6K and 2K, with the 2K version also for the shadow-casting. For the size, ro
    5 points
  11. For fuck's sake, stop. *Every post*, you seem to feel the need to tell us how liberal you are, only to then doubt your great liberal ideals. It's getting extremely boring at this point. As for Iran, well. There are two options. You can either bomb the country to hell, or you can try diplomacy. Given the absolute marvelous and fantastic track record the western world has with bombing and invading countries in the middle east, which has truly made the world a better and safer place in the past, forgive us that some of us Europeans favour a different approach this time. It's also funny
    5 points
  12. 5 points
  13. Oozing with atmosphere and incredible visual work as always Dragofer. You're a master of your craft!
    5 points
  14. Wünsch ich Dir auch. Jack
    5 points
  15. Here's the DR 2.11.0pre5 build for every interested mapper to test => new features! Feature: Favourite Management Feature: Resource Tree Filtering For more things that have changed or fixed, see the list below. Download Windows Portable x64: https://drive.google.com/file/d/1WocdS8uXBIyKYYzS0JAvKPWK2rg2RaHZ/view?usp=sharing Download Windows Installer x64: https://drive.google.com/file/d/1ZstS9SuTlGlhAKW5AVRyusxDhn0ba-8B/view?usp=sharing Linux folks need to compile this stuff from source, instructions for various distributions are on the wiki.
    4 points
  16. Welcome back Taffers, it’s 2021 and after a little break we are back with a new episode. This time I met with the Youtber “STEALTH DOCS” or the other Alex (check out his Channel here ) who dedicates his Channel to analyzes of Stealth Games which was our topic this time. Stealth Games in general. It’s not totally Thief related but of course Thief plays a big role. Hope you Taffers will enjoy it available on Spotify, iTunes and every Podcast App Visit the episode on YouTube Download the MP3 here
    4 points
  17. Well there are younger generations that are interested in these types of experiences. My 4 yo daughter is very interested in this game whenever I play it, though she's learning movement and aiming on Mirror's Edge Catalyst. She's played it maybe a dozen times now, and and she's already leaping across buildings and climbing things. It blows my mind how fast she picked it up. She was also watching me play Horizon Zero Dawn and she kept reminding me to sneak in the bushes so I don't get seen. That's my girl
    4 points
  18. The problem is the same as it's always been; the hardcore stealth market is niche and small. There's not enough sales for a AAA budget. If I won the lottery (50-60 Million) I would bankroll such a game, even if only I ever got to play it lol.
    4 points
  19. I've recently started working on making some small quality-of-life improvements to DarkRadiant, and I think this one will be of interest of anyone who tends to make a lot of custom models or materials. Instead of manually going to "Reload Models", "Reload Materials", or "Reload Skins", DarkRadiant will automatically monitor your models, materials, and skins folders inside your FM for changes. Whenever a file gets added, removed, or modified, the appropriate reload command will happen automatically. To try this out, I've pre-built a Windows version available here. If you're on Lin
    4 points
  20. New version 2021.01.08 * Around 170Mb of textures processed Some tree barks enhanced Stucco change more enhancements on doors, paint paper, fire places, ground textures, curtains .. and much more
    4 points
  21. TDM is in El Reg https://www.theregister.com/2020/12/26/linux_game_development_scene/
    4 points
  22. While the pre-release testing of the upcoming DR 2.11 is finishing, I'd like to discuss a possible Material Editor feature. Just to get a picture of whether you guys think this is worth the effort, what it should be able to do at a bare minimum, what the UI could look like, etc. I know this request has been brought forward at least twice in the past, so maybe this feature is worth pursuing.
    3 points
  23. This is an image by Vladimir Manyukhin, and I really like his artwork. More can be found here: https://www.artstation.com/artwork/5yKeO
    3 points
  24. After some amount of work I'm happy to be able to share my Christmas gift for TDM! Or at least half of it, considering the other half is still only in design phase. I created an addon that implements detailed player functionality, inspired by the first DeusEx game (The Conspiracy). It's NOT a mission script but an addon, meaning you place the pk4 in your TDM directory to enable the system and it will automatically work in each and every FM. Note that due to using tdm_user_addons.script / user_addon_init() it may disable or get disabled by other addons you have installed... this is a desig
    3 points
  25. Really? I feel that would be pretty stupid, honestly... The fps cap is there so your GPU doesn't run amok in the menu and other lightweight scenes, or to keep a more stable average FPS. There is absolutely no use case to select every value between 30 and 300, so a slider just isn't the right tool, imho. There are only a few select values that actually make sense.
    3 points
  26. How about we just do this instead:
    3 points
  27. Something that didn't make it into beta209-03 (because of some technical problems with SVN) is the new moving version of Epifire's steam engine ("animated" in DR using func_pendulums etc.). Mappers would be welcome to try it out ingame as part of this beta. Simply download this supplemental .pk4 and place it in your TDM base directory, then place the prefab in your FM. The requirement is that you're on beta209-03. Known issues: console warnings about skin duplications: this is because this .pk4 overwrites some base skins with modified versions console warning
    3 points
  28. It may be that he is not referring so much to the capabilities of the engine, or even the resolution of the textures and models (which is not all that easy to notice if you are not specifically looking for it), but to the style of map creation. I have noticed that some missions tend to use design techniques which were common in the simpler Thief games but look less realistic compared to the level of detail in modern games, e.g.: Truncated slivers of bricks around and above a doorway rather than a realistic supporting beam or lintel, making it appear that the door or window is just cut
    3 points
  29. Lets see: Thief 1/2 https://media.moddb.com/images/downloads/1/13/12812/dump026.jpg https://www.mobygames.com/images/shots/l/22894-thief-ii-the-metal-age-windows-screenshot-that-s-what-thief.jpg Dark Mod https://www.thedarkmod.com/wp-content/gallery/environments/thedarkmod-2018-05-25-23-38-03.jpg https://www.thedarkmod.com/wp-content/gallery/environments/thedarkmod-2018-05-26-00-20-43.jpg Yep the same....
    3 points
  30. Have you enabled advanced graphics options such as Soft Shadows, Bloom, and SSAO? What missions have you played? What aspect looks like the original Thief games?
    3 points
  31. So its 2021 and alot things are happening. Here is a short peek into what i am doing currently. There will be alot more soon.
    3 points
  32. Excellent mission, I have finally managed to finish it, All the secrets, all loot and with 100% stealth ... na, lie, it has cost me horrors and they spanked me well. Also messing around in the alleys with the girl in my arms, trying to avoid the guards, doing the tourist route (the poor thing must also have finished full of bruises, as many times as I have had to throw it on the ground to orient myself). After reading the diary of the chief thief, I almost felt sorry for having knocked them out. Quite funny all, but certainly one of the missions that has cost me the most to finish.
    3 points
  33. I can definitely add to this. I ditched Windows 8 years ago, haven't had it on my system since... still can't believe how long I lived on it till finally making this choice. Indeed the only issue is some games being harder to play, especially newer ones as old ones typically work fine under WINE. I didn't notice it much as I rarely touch commercial games any more; Unlike free projects like TDM, which are made by the community and we can fully edit, I don't feel those truly belong to us rather that some company who makes boring stuff just so we give it our money. We must not forget that TD
    3 points
  34. Amazing FM! I actually got 3 phases while playing it. Phase 1 - holy crap! This is amazing! Look at how many places i can go and how many ways i can do it! Look at this gigantic map! Phase 2 - ho no! Another door that can be opened! And another window... I can't keep track of it all. This FM has too many divergent paths. I hope this door can't be opened. Crap.. it will open. I will be lost and never finish this FM. Phase 3 - oh yeah! I'm starting to understand this map. This city is mine! So, to sum it all, this was quite an experience. One of those FM that will keep on your m
    3 points
  35. Wiki series: A to Z Scripting For a long time, scripting has been something of an elusive topic in TDM. Those who were already familiar with programming would analyse existing scripted setups in TDM, gradually deducing how things are done around here. Those with no prior knowledge had a handful of basic tutorials to look at, but they only went so far. As a result, a lot of basic scripting questions have been asked and answered on these forums over the years. Here is my offering: the A to Z Scripting series, aiming to cover all things scripting in TDM. It should cater to anyone, from
    3 points
  36. Metro Last Light free on GOG www.gog.com/giveaway/claim
    3 points
  37. @Araneidae You could try to change the color precision to 32 bits (either in the menu or by setting `r_fboColorBits 32` via the console or in your darkmod.cfg. Perhaps we don't have proper detection for 64 bit color buffer support right now, and that messes things up if your card doesn't actually support is, as lowenz's post suggests? Although I wouldn't really understand how disabling tonemapping could influence this, but who knows...
    3 points
  38. Today, Inside is free on Epic. It's really good: A rather small game for a long sunday afternoon with a nice grotesque and dark atmosphere! It's a ton better than Limbo, the previous game by those devs.
    3 points
  39. Merry Christmas everyone!
    3 points
  40. A more descriptive term for pupil detection is probably pupil localization: You have a calibrated camera setup and try to locate the pupils in 3d space with that. This task can usually be performed fairly accurately. Eye-tracking on the other hand usually refers to detecting what you are looking at, so you can control the mouse with your gaze for example. Pupil detection is actually one of the required steps in optical eye tracking. After the pupil center has been detected, the eye ball center also has to be estimated. Then, a ray is shot from the eye ball center through the pupil center
    2 points
  41. I'm definitely a fan of imgur and have had no issues with it for basic image sharing. I especially like the fact it's easy to create links to images and you don't need to mess around with accounts or anything if you don't want to. Having said that, if an image is important to you, don't have it only available on a cloud/hosted service. Keep a local copy just in case. There's always the likelyhood of even a popular site like imgur ending up doing shit like Photobucket: https://petapixel.com/2017/07/01/photobucket-just-broke-billions-photos-embedded-web/
    2 points
  42. @greebo I think this is looking pretty rad! Would be curious to hear what other people think, but I would definitely get use out of this.
    2 points
  43. They're probably fishing for support, so want to keep it up as long as they think there's an offside chance. The fiasco with Underworld Ascendant unfortunately probably did compound their difficulties. My general view is there's a time and a place for a certain game with a certain team to come together with a certain design philosophy where it all comes together and a great game emerges. And if it doesn't have that alignment of pieces, then the gates to development hell are always open and never far away.
    2 points
  44. In general one should not expect others to implement script functions for them unless those appear extremely useful or some of the coders is really bored (that is rarely the case, as there is still a bit of a lack in that regards). On the other side script funtions are normally quiet rudimental, so implementing them isn't too hard once you understood how the whole setup works. In most cases you can copy what is already there and alter it to fit your needs. Furthermore trying to find a workaround within the limitations of the current systems also has its benefits, as one can learn q
    2 points
  45. I just wanted to chime in again and say that Control is way more than just a system seller. I finished the game now and the finale was just utterly brilliant as far as the story arc and the level design is concerned. The gameplay is fun and evolves over the course of the game. The sound got quite some punch (use headphones on high volume!), which pairs just perfectly with those stunning raytraced graphics and all that debris and weird visual effects flying around. The only negative point I have on this game are the incredibly bad DLCs, which are really not much more than fetch quests and som
    2 points
  46. @Goldwell, in case you decide to update this FM in some future, please fix the mirrors (4707). I guess starting from 2.09 dmap will warn you about them.
    2 points
  47. Seconded. It's much more focused, puzzles are much less clunky or obscure, and the oppressive tone a la Half-Life 2 is really well done.
    2 points
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