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Showing content with the highest reputation since 09/29/09 in all areas

  1. 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
    29 points
  2. 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
    24 points
  3. We are proud to announce the release of The Dark Mod 2.09! https://www.thedarkmod.com/posts/the-dark-mod-2-09-has-been-released/ TDM 2.09 marks a new phase of performance improvements aimed lowering CPU overhead in the graphics engine. A whole new graphic backend has been created by Cabalistic which uses modern OpenGL features to eliminate the need for the CPU to constantly issue commands to allow the Graphic Processor to render scenes. This gives TDM some of the performance advantages of rendering using a low level API like Vulkan. Stg
    24 points
  4. Author note: A couple of weeks ago Kingsal & myself set ourselves a challenge, to see if we could make a small wholesome winter themed Dark Mod mission. And if we could do it as a speed build in two weeks. The final result was Snowed Inn. Enjoy and Merry Christmas! Thank you to our beta testers Epifire & Skacky. Thank you to Moonbo for his briefing video script revision. NEW UPDATE AVAILABLE 1.2 Version 1.2 Drop
    23 points
  5. 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!!!
    20 points
  6. So here's the starting area of my first mission. As yet unnamed, it's a short mission set in the streets of Bridgeport in which you have to escape the City by finding a way past the city wall and a bunch of irate Watch guys guarding it. I'm still finding my way around with DarkRadiant but I think I captured the feel of the grimy back alleys of the City pretty well. I dialed the ambient up high so you can see everything. In actual play I will be using a combination of a very dark ambient and the "night vision" technique shown by Sotha in his "Bakery Job" tutorial videos
    20 points
  7. I'm back trying to finish what I started a year ago. I haven't had the pleasure of finishing or releasing any FM's just yet, but hopefully that will change soon! This mission is called Vertigo, I'll follow up with more screenshots as I progress. This project is a labor of love for the original thief games. Map is divided into smaller shape segments to help with optimization, it also gives me more flexibility with visual fidelity. I'm (mostly) using Springheel's modules. Visual inspiration: Thief 2014 Let me know what you guys think! Side note: I'm in the process of blending
    20 points
  8. Speaking of nautical themed missions, here's some from On Silent Waters:
    20 points
  9. I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (v1.0.2-release): https://drive.google.com/file/d/1HYvM_u56wDB16uIlb7qgS_q3P24V69MO/view?usp=sharing Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with se
    19 points
  10. 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
    18 points
  11. Type of mission: Mansion/Estate/Horror Story: Lord Blackgrove recently purchased a rare expensive artifact. The whole family has now disappeared leaving the manor empty. Time to check out the manor and see if the artifact can be found. Build time: My first map ever, 300 hours (5 months). Credits: Kingsal - Breaker script for light switches and elevator Dragofer - Ambience Track 'Intent' Springheel and Sotha - Video Tutorials (those videos really helped) Feedback and testing: Cambridge Spy, Dragofer, nbohr1more, Acolytesix, wesp5, Shadow, Zerg Rush, Alu
    17 points
  12. The Johannes-Burock caves from the abandoned works thread are fully integrated into "Hidden Hands: The Anomaly" (changed the title, this one is much better fitting). The cave geometry has been preserved (only the outdoor area had to be removed), I even let in a sound effect from Johannes because it adds perfectly to the new ambient sound. Seemed to be a really nice place, but now nobody wants to go there anymore...and the guy lying next to his shovel is not a drunk for a change!
    16 points
  13. Phew, it's almost exactly been 3 years since my first post about my VR modification for TDM. Three more versions of the game have been released in the meantime, and with them come performance improvements that I feel it's finally viable to continue my work on the VR adaptation So without further ado, head on over to https://github.com/fholger/thedarkmodvr and grab the latest release. It's based on the future 2.09 version, but is fully compatible with a 2.08 install. Although I've tried to make the VR version use its own set of resources (separate `darkmod_vr.cfg` and shader folders), I'
    16 points
  14. I've been working on a small-ish mission that takes place in a warehouse. I've got pretty much everything blocked out and built up with modules, and I'm currently building out the other gameplay elements such as the main lighting and AI routes. I took a little detour to dress up this corner of the warehouse for overall feel, but there's plenty more to do...
    16 points
  15. The wall / window piece is now complete:
    16 points
  16. A new Gondola for Neon's project. (NOTE the background map isn't related to it). Still kinda swamped with stuff to do (and other requests!) but least to say the Epi is still cranking models here and there.
    16 points
  17. There isn't much that draws an honest man to a place like Wrecker's Reach. Once a well-known port under a name no one remembers, it was a hub for lucrative trade in colonial wares and a warm shelter for those crossing the great oceans. Now it's just another stinking hole, like all the others I've been scratching out a living in. The ale is poor, a knife awaits you down every dark alley, and the rich folk have long since abandoned their crumbling residences to petty barons. Imagine my surprise, then, when I saw a grand merchant ship arriving in the dark of night. It's anyone's guess what b
    15 points
  18. 15 points
  19. 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-kart
    15 points
  20. It's been just over 2 years since I dropped Shadows of Northdale Act 2. Crazy to think how much time flies! Rest assured, I am still plugging away on Act 3. It's taking a lot more time to make than I had expected but hopefully the wait will be worth it in the end. My core focus this time around is on adding extra detail work to the missions and making sure the majority of the sections are of similar quality. While reflecting on previous missions I felt there were varying levels of quality throughout them and so i'm working to try and address that. That does mean my miss
    15 points
  21. The recent changes removed a lot of constraints on the entity limit, and now it is free to be raised up. Technically speaking, it is not removed, but it can be raised so high that it won't bother you anymore. On the screenshot, you can see the game working fine with 120022 entities (almost all of them func_static): These changes are included in the latest dev build, which can be freely obtained via tdm_installer. In the end, I set the limit to 65536 entities. I hope you won't need more The main point that I'd like to make here is: optimizations against entity
    15 points
  22. Meahwhile on trunk... static collisions work for snow! P.S. Ignore the FPS number: it is debug build, and overall number of particles is too large.
    15 points
  23. Stolen Heart Today it's a pleasure to announce "Away 0: Stolen Heart" as the formal name of the WIP underway this year and destined for beta by next Spring. This is a prequel to "Away 1: Air Pocket", and builds on the foundation of "Setting the Scene". Those of you around a decade ago may remember these early screenshots of "Setting the Scene" by _Atti_ (with Melan): You'll get to experience these vistas, slightly tweaked, in "Stolen Heart". And screenshots of fresh content will start to be posted later this month.
    15 points
  24. I'm sure some of you will recognize where these shots were taken from
    15 points
  25. 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!
    15 points
  26. Finally integrated the road, thanks to @Amadeus, I copied the settings from Good Neighbor. Added a few effects and made myself a wallpaper to keep myself motivated while I continue this project, what do you guys think?
    15 points
  27. Progress on the lava room I'm working on.
    15 points
  28. I've also created a few alternate zombies, to add a little variety to your local necromancer lair. The first is a fairly straightforward variation that uses the hunched over animation set Kingsal created for his beastmen. Unlike typical zombies, these are fast runners.
    15 points
  29. This is a new wrapped corpse model, kindly created for the campaign mission by epifire. There are multiple versions, including a sitting version, and a couple piles of bodies. The City is now ready for the plague!
    15 points
  30. I made this a couple of months ago, I was curious how a thief scene would look in TDM. And here’s the result: I might strip away the copyrighted narration and ambient music and release it in a mission of mine as an Easter egg somewhere. But for now it just exists as a YouTube video
    15 points
  31. Here are some more shots from Shadows of Northdale Act 3
    15 points
  32. "Hidden Hands - Vitalic Fever" is almost ready - I received the missing files for the ingame comments yesterday and there is only one final problem with integrating one voice file left (see Newbie thread). A friend of mine is working on the intro. We will meet and finish it during the next weekend. Below you can see a shot from the very first scene:
    15 points
  33. If i am shamelessly advertising my project here then please let me know! I would like to drop you a video of my 11 months project. You can of course do what ever you want but please keep in mind the following. I dont actually thing that either thief 1 or 2 or 3 are great games. I think they are fantastic but i am not into them fully. I feel like they are too long, unfocussed and i find it a bit to subtle. I am making my own thing here but i am trying to not derive to heavy of thief. Please respect my wish todo my own thief. With love, F.
    14 points
  34. 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 !
    14 points
  35. 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.
    14 points
  36. Description: The venerated Judge Malffourt lives in a fine house in an immaculate neighborhood of Bridgeport. But rumors have been spreading about Malffourt; something about a bribe? There is only one way to find out... Download Link: https://storage.googleapis.com/krrg-tdm/indangerofjudgment.pk4 Special Thanks to my beta testers for their great feedback! (Bienie, Cambridge Spy, Shadow, VanishedOne, acolyte6) Screenshots Helps and Hints: Author's Notes: This is my first ever fan mission, built over a period of ~6 months. I hope you enjoy playing it as
    14 points
  37. A famous painting is on display at the local museum. Steal it, of course! ------------------------------------------------------------------------------------ An update, version 2, is now available: https://www.dropbox.com/s/ciesyfcqu1ct6pj/nowandthenv2.pk4?dl=1. This fixes many of the problems found by those who played version 1. Besides general clean up, the primary goal of this version is to Special thanks to Bikerdude, whose did a quick beta test of this version and whose suggestions I mostly (but not completely) implemented. --------------------------
    14 points
  38. 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.
    14 points
  39. Video is updated and should be bright enough. All sfx is WIP. Background ambience will be changed.
    14 points
  40. Not sure if there are any Minecraft players on this forum, but I thought I'd share my Thief-inspired map anyway. While it does not take place directly in the Thief universe, I've included some nods to the series, like Heartless Perry's pawn shop, Trickster's forest, a Keeper compound, Thieves guild, Hammerites, Mechanists, City watch and Garrett's place. There is a questline at the museum which is about retrieving seven legendary items for its collection. One quest has you finding the Keeper compound and another one requires you to do some jobs for the Thieves guild. There's also a missi
    14 points
  41. Making some lava flow and sculpting some rock today.
    14 points
  42. A screenshot from my upcoming FM "A Good Neighbor"
    14 points
  43. On the subject of new content, here is a clothed zombie I created using Kingsal's Volta corpse textures and an old corpse head I'd used for my first mission. These guys can be used for zombies who were never buried, or some type of infected commoner, or any other situation where the zombie would be likely to still have clothes on. The ragdoll also makes a convenient dead body that has been exposed to the elements for a while.
    14 points
  44. Level design is a funny thing, I was looking through some old screenshots and compared them to scenes now. Here's a street section from August And here's that same street section in November What a difference just a few months makes!
    14 points
  45. Biker asked if I would post this screenshot of his WIP on Shadowhide's city map ...
    14 points
  46. During my mapping session today I wanted to try something I haven't really ever done before.. draw concept art and then build a scene based off of it. As you can tell I am a very talented drawing artist But I gotta say it actually helped with the direction of the scene overall
    14 points
  47. I'm trying to break up the monotony of flat surfaces a bit, in similar fashion to what modern games do. Typically though, you'd need photoscanned assets or hi poly sculpts that go both as bakes for low poly geometry, and then for flat tiling materials. Since this is way too time-consuming for one person, I decided to take slightly more simple approach, where I'm just modeling shapes based on tiling material made with Substance. The result is similar to what parallax mapping would do, except no "jelly effect" and hopefully less stretching. Good thing is that this geometry doesn't need to c
    14 points
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