Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation since 04/12/21 in all areas

  1. 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
  2. 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
    7 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
    6 points
  4. In principle it'd be great. I think at the root of it ... well the Steam people themselves really don't like GPL-based code, because they worry about integrated Steam-related code (GPL3 would require that to be released and covered by itself); so to begin with they weren't very welcoming and IIRC said something like it's rare that we ever clear any game under GPL3 (but technically not impossible; I think there were like a handful of games that have done it). The accounting for all of our IP is also a pain, and that's before you even get to the authorship issue. Those are still issues that
    6 points
  5. 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
    6 points
  6. I actually tried to make a giant European warship (i.e. HMS Victory) but those things get so huge. The time taken to make a ship increases exponentially with its size. The next iteration of this map will likely go in a more metallic & industrial (& huge) direction, representing the upper limts of technology in TDM's setting. One of the next ships may be an ironclad.
    5 points
  7. The way that input and windows are managed for Linux has become rather dated, causing a multitude of issues. To fix that, I am currently evaluating if we can just use a library (GLFW) to handle all of that for us. First impressions are rather positive, on my end I see generally improved behavior. However, since Linux is a rather diverse ecosystem, I need additional testers to rule out I broke something important. So if you have some time to spare, I'd appreciate it if you could give this build a try: https://ci.appveyor.com/api/buildjobs/6kbqskyx3tmla74s/artifacts/build%2Fthedarkmod.tar.b
    4 points
  8. I'm still around but full on with my other work too. I will redo the original 20+ recordings due to the issues with faulty equipment and record all 80+ lines needed. Do you have a point of contact that has enough free time to work with me? I realise that you've been busy too. @Petike the Taffer
    3 points
  9. The possibilities are very tempting (AI reacting to open doors or missing objects, relighting candles/torches), and I wanted to use this as often as possible in previous missions, but everything comes at a price. For example, Version 1 of HHVF had a guard on the first floor who detected closed doors and tried to close them again. Unfortunately, the character in question was also part of a conversation, which had the effect that he simply broke off the conversation and wanted to close the door. That was annoying, because a) the voice actor in question had put a lot of work into it and
    3 points
  10. Yeah that's exactly what it is. You have to go View->Options->View Tab->Uncheck Hide extensions for known file types
    3 points
  11. I will update this game in the 14th of april, it would be great if you could use that highly enhanced superior version! Can you link the wiki?
    3 points
  12. My first gaming was a box with the pong game, to plug it into the TV antenna connection
    3 points
  13. 3 points
  14. 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
  15. I agree with the people above (for the installation method). But according the packagebuild from that repo ("thedarkmod-bin" by diabonas), the standard missions are included. So Erze should got the missions files already. (packagebuild from thedarkmod-bin - https://aur.archlinux.org/cgit/aur.git/tree/PKGBUILD?h=thedarkmod-bin) (repo "thedarkmod-bin" - https://aur.archlinux.org/packages/thedarkmod-bin/) From my own experience, i have seen that that empty mission list and error, when the user doesn't have any write-permissions in the TDM folder. (and i know that most of the
    2 points
  16. 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
  17. 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
    2 points
  18. Just finished this awesome mission. It was a complete delight to play. The story was very good, and drew you in as it should. The architecture was perfect; I especially loved the manor detailing. A very well put together mission that had me fully engaged for the entire time. Quite challenging which is fun, though I did run into some problems with AI sensitivities, but they are addressing that as we speak. Absolutely recommend this mission and can't wait to play Part 2. Thank you so much, been a while since we've had a new idea for story.
    2 points
  19. I know what you mean but I am afraid I just provide text to the voice actors - sometimes accompanied by generic hints like "make him sound like a fool" or "use your Builder voice" or "please try to imitate vocal set xy" and then the voice actors derive the rest from the text. That worked well till now. So, you see, I do not really have experience with voice direction. Hm...let me check what has been done so far and I will get back to you...
    2 points
  20. Congratulation son your release. Downloading now
    2 points
  21. 2 points
  22. What a great mission! I was expecting something short and focused on one topic/location, so the density and variation of content was a very pleasant surprise. The creepy house and the kitchen secret were especially excellent and helped the overall atmosphere. It felt not only sinister, but also kind of hopeless, which I never really got from other missions that I played. Quite often even in missions where the topic is kinda heavy the point of the mission is that you have some agency to influence it (like the Painter's Wife), whereas here you just explore and rob people and watch all the bad st
    2 points
  23. In TDM decisions on map design (including AI behaviour) are generally rather up to the mappers, so they can realise their own vision. As Filizitas mentioned this is also a balancing issue. If all lights can be relit by all AI it would drastically change the value water arrows. If the mapper intended for lights to remain extinguished, he/she will only provide a small number of water arrows throughout. Being able to change this behaviour in general makes balancing much more difficult. Another important part for the decision to let the mappers decide is the desire of the team to not break an
    2 points
  24. It doesn't really hurt to leave them, but if you make all non-sealing brushes into func_statics, you can remove them from your DR view quite easily, which can make tracking down leaks easier.
    2 points
  25. I have covered all the x86-specific trash in proper ifdefs (see 4550). Even managed to cross-compile TDM for 64-bit ARM (stopped at linking phase). Note however that: Recent trunk requires OpenGL 3.3 (perhaps revert required version to 3.1 and check what stops working after that). In order to link TDM, you have to build all third-party libs for your platform via conan --- that could be hard.
    2 points
  26. Ok here you go, the game also had a name change due to legal reasons i want to avoid. https://twitter.com/yrdenwatch/status/1382278107231567873?s=20 https://filly-the-owl.itch.io/delight-stealth
    2 points
  27. That did it. Crisis averted! Thanks taffers, you guys are the best.
    2 points
  28. I don't know what world Microsoft lives in, but whoever thought that was a good idea should be punched in the face. I think that default goes all the way back to XP maybe? Maybe it was Vista.
    2 points
  29. Oh that looks sick!!!!!!!!!!!!!!!!!!!!!! Thank you!
    2 points
  30. All right, I'll wait until the 14th and see what you cook up. The article is here. Aside from the three videos, it's largelly just headings, text and a few links, since I have not yet added the screenshots. Good luck with the upcoming update.
    2 points
  31. You can break most movable bottles. When it comes to windows, it depends on how the mapper set it up.
    2 points
  32. @Filizitas I've made a basic article about your Delight project over at the Thief Wiki (under the category of Thief-inspired freeware indie games). As part of the promotion, I've been thinking of uploading the screenshots you have of the demo to the wiki and including them in the article. But I wanted to ask about it first. Would you be all right with sharing those demo screenshots on the wiki, or rather not ? Thanks.
    2 points
  33. I can't remember if I voted in this, possibly because I'm in the 61-70 group
    2 points
  34. 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
    2 points
  35. If you are a beginner Linux user and asking us to give you commands, why do you use Arch-Linux, Erze? (To me, its not a distro for a beginner) If you follow the wiki and combine that with the info from the pkgbuild, execute the following commands in a terminal: sudo chown -R nobody:users /opt/thedarkmod sudo chmod uga+w /opt/thedarkmod
    1 point
  36. The training mission + tutorial missions are included in the install, no?
    1 point
  37. You can verify further by pm_thirdperson 1 to see whether the player is visible.
    1 point
  38. For me the main problem with leaving decorative brushes & patches as worldspawn is that wherever a brush meets another brush, dmap will try to optimise them in all kinds of ways. With increasing complexity you risk getting artefacts such as missing faces, glittery lines because of many very thin triangles and weird shadow projections, which typically all get resolved by converting into func_static. Furthermore, dmap will also generate unnecessarily intricate pathfinding areas around such brushwork - it would be better just to surround the whole thing in simple monsterclip brushes.
    1 point
  39. Thanks for the quick reply - yes the Captain's locker. As I said, I guess I was too far away and / or pointing my mouse to the lock was wrong. It worked when I bumped into the locker and tried again. I didn't remember that I have to be this close to a locker to open it with lockpicks. Could be that this came with 2.09 or the needed distance was setup this way in your FM. No problem, as I said, it was my fault.
    1 point
  40. Don't worry, I meant that as a joke. I don't think robots should speak in exaggerated pseudo-Elizabethan. I meant steam-beasts bought by Builders for guarding (though that depends on whether they'd approve of them at all), but even so, if the steam-beasts should ever be "voiced", they should speak in normal English and the sentences should be bland and short.
    1 point
  41. Hello. Thank you for getting in touch ! I was meaning to finally write to you again this week and ask whether you're not too busy, but you beat me to it. If you'd like to do the recordings, feel free to do it at your own pace. There's no rush. Quality is all that matters, really. Since there have been a few updates to the player vocalisations in the more recent versions of the core game, you could ask some of the dev team members for the new audio files and the titles of those new recordings. Just so you could do all the recordings if you want to, and not have to add new ones later.
    1 point
  42. 1. By placing and removing a dummy AI you force aas32 calculation in the relevant area because if at map start there is no AI in the relevant area, no aas32 will be generated for it. The easier way is simply to use the entity "aas32_flood" and place it on the ground brush of the relevant area. Thus you can avoid the stuff with the dummy AI. 2. I would suggest that the teleported AI starts with no target path_corner, after teleportation you can add a path_corner with the entity "atdm:target_changetarget": target ---> name of AI add ---> name of desired path_corner
    1 point
  43. Great mission. All the important things have been said already - I liked the creepy atmosphere created only with events that were quite realistic, and I also thought the characters and writing were very good. The videos were great as well. I managed to find 3 out of 5 secrets, and about 4150 loot, and it took me about 1:45 hours - couldn't imagine getting 5k. Until I found one of the secrets even 3k was not simple. There were small things that I couldn't solve: Looking forward to anything else you create.
    1 point
  44. That's the thing, there is no Good aside from maybe it looks better? The problem is also, it's for ANY file of KNOWN type. So if you have a .bat file that you've set to open by default with say notepad, you won't see the extension anymore. Now, if you download a file that's a virus, you have NO idea what kind of file it is if it's a known type. That's pretty freaking important.
    1 point
  45. I need to find a way to deal with the Daltons, any ideas? investigating but I haven't found a way to open it. I would like a clue, please. as far as secrets I've found:
    1 point
  46. None of the guards in that mission have swords, so it's hard to figure out who you're referring to. If I had to guess, it sounds like you were out of melee range, so one AI tried to throw a projectile, and hit another guard with it. When AI are hit by projectiles, they consider the person who hit them to be an enemy. If you want good statistics, you need to avoid getting chased in the first place.
    1 point
  47. hehe not to unheard of these days with us oldies still playing, our tank in my old warcraft guild was 83 and he was considered one of the best around. but to give the younger generation some perspective my first "gaming" computer was a spectrum zx80 from the 80's which by todays standard had only a little more power than your basic calculator , i learned coding in basic because back then you pretty much had to write your own games or read them in painstakingly slow from some book which took the better part of 14 days for the simpler ones and up to a year for the good stuff. And if you m
    1 point
  48. I wanted to share a funny thing i happened to experience while testing the NPCs... These are 63 NPCs that work nearly perfectly with great fps. And its super funny.
    1 point
  49. I actually forgot to show the credits in the video. I am using tdm music currently with thief OG music. That is all temporal. For the Fan Mission part, well its certainly possible yes but i have to focus on making a great game for now! The game is coded in a very modular way in preperation for modding. I hope in the future to use more ressources on asset creation and sounds but those arent important. Thief looks really bad and is aged alot but we still heavily enjoy it. Its all in the gameplay which matters to me the most
    1 point
  50. I can think of many great ways to include a dragon into a mission but the first thing that comes to mind is the encounter with Smaug from The Hobbit. I really hope this dragon asset gets finished, I've been hoping for a dragon for years and years. @ MirceaKitsune: I know you're stuck but please don't give up on your dragon, it's beautiful!
    1 point
  • Newsletter

    Want to keep up to date with all our latest news and information?
    Sign Up
×
×
  • Create New...