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  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
    23 points
  3. 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
  4. 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
  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!!!
    17 points
  6. 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
  7. 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
  8. I'm sure some of you will recognize where these shots were taken from
    15 points
  9. 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
  10. 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
  11. 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
  12. Progress on the lava room I'm working on.
    15 points
  13. 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
    14 points
  14. 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.
    14 points
  15. Video is updated and should be bright enough. All sfx is WIP. Background ambience will be changed.
    14 points
  16. Making some lava flow and sculpting some rock today.
    14 points
  17. A screenshot from my upcoming FM "A Good Neighbor"
    14 points
  18. 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
  19. Hidden Hands: The Lost Citadel ============================================================== Title: Hidden Hands: The Lost Citadel Filename : hhtlc.pk4 Authors: Jack Farmer with Amadeus & Joebarnin Date of release: 18.09.2020 Version: 3 EFX: Yes ============================================================== Hidden Hands series: I - Initiation II - Vitalic Fever III - The Lost Citadel ============================================================== Available via the Dark Mod Mission Downloader (Version 3) ====================
    13 points
  20. 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.
    12 points
  21. Another "riverside" mission (no relation) beginning with a somewhat sturdier ship... ... and a riverside encampment. Though as with the spiritual ancestor, the main action is further inland (you can just about spot the gatehouse in the background). A tranquil scene from the more maritime sequel:
    12 points
  22. Decided to light up my mission and take an eagle eyes view...Gotta finish this mission, it would be sad to let all this go to waste eh?
    12 points
  23. Man, September and October have been a shit show so progress slowed down a ton. But I just had a lot of fun wrapping some blood around this boar's neck. It was a bitch and took forever to get the patch just right, but the desired effect was pulled off nicely. Like someone hacked his head off and plopped it down in front of the altar. Now some flies and a couple bloody handprints, once the rest of this cave is decorated it will have a pagan vibe.
    12 points
  24. Since my first map might take a while to be finished (a few years at least), I developed TDMDB in the meantime, a database application that allows to more easily view and filter all available missions, simplifying the process of finding missions that are suited to one's taste. You can just go ahead and check it out here: tdmdb.com/missions. It's on a very limited shared server, so don't expect blazing speeds, although loading times appear to be reasonable enough. You can use the application to, for example, find all city missions that are also part of a series, and have them sorted b
    12 points
  25. The next 2.08 beta update is going to include a new Bloom effect and the ability to render to a floating-point (HDR) buffer. While that may sound very technical, it gives you new options to represent bright light sources in your maps. As an example, look at this screenshot courtesy of @peter_spy: No particles effects are involved. The lamps have a simple blend add stage with a texture and an 'rgb 20' factor, which means that the color values of the texture are multiplied by 20. They will therefore exceed the normal color range and go into HDR range. And while they will eventually be
    12 points
  26. Thank you STRUNK and Geep for posting so many new stuff. That's a good distraction for everybody these days. Thus I have decided to post a few more pics from my upcoming mission before we go beta. And for those who want see more, here comes an ingame video from the starting point showing a peaceful and silent lakeshore...with an invisible infiltrator in action! https://streamable.com/ixzp0
    12 points
  27. 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
  28. The nights are getting colder and you need to pay your rent on time before you get tossed out into the winter air. Luckily, your neighbor told you about a mysterious merchant from faraway shores who has come to the small hamlet of Wilford's Hollow, and he's staying at the inn next door. What's more, he's brought something with him... Gameplay Notes: 1) This is a fairly small map, but I did intend for this map to be a bit harder than normal Dark Mod missions, even on the lowest difficulty setting. But there will certainly be plenty of rewards for the careful thief... 2) This map
    11 points
  29. Story Tease On the run from her husband, me and my girl. With a bribe to a ship's captain, we're away. What could go wrong now? Oh, dammit. Links "Away 1 - Air Pocket" Version 1.0 is available from the in-game downloader and its mirrors. As well as here. There are two extra documents contained in your installed .pk4 and also conveniently available here - For gamers needing hints, this Q&A uses "invisible ink" to selectively hide the answers: Air Pocket - Hints and Spoilers [Jan. 29, 2020].docx For understanding what's under the hood: Maintenance Guide to A
    11 points
  30. Story: Thanks: Thanks to peter_spy for creating the wonderful Builder Complex module set used in this mission. Thanks to my beta testers: Cambridge Spy, Mezla, kingsal, Amadeus, manzanita-crow, Kerry000, Shadow and Suave Steve. Downloads: Gallery: Thank you for playing! What did you think of the mission? I look forward to your honest feedback! Hints, Tips, Walkthroughs, Spoilers(!): - This mission will greatly reward those taffers who like to explore a mission thoroughly. It is possible to go directly for your
    11 points
  31. Hidden Hands: Blood & Metal I am trying to do something with SS2 vibes in the HH universe... @Dragofer Thank you very much for your help with the bots! Would you be so kind and help me with the new cameras (I mean, the one that looks like a human head). I do not get it working.
    11 points
  32. I have a BAT !! Bat Video Bat Video 2
    11 points
  33. Hi there, I picked up blender a week ago(having a little bit of experience with modelling in the past) and I am trying to recreate a building from my home town. [EDIT UPDATE SCREENSHOT] I wouldn't mind some tips on keeping clean topology like straight lines and stuff like this... It actually drives me nuts. [EDIT] Also I am still thinking how to deal with the lower level brick sculpting, would love some suggestions. Also congrats on the updates, I haven't been here for years but you guys really haven't been just sitting on your asses all this time Really nice to see
    11 points
  34. The new rain in 2.08 is so fucking awesome!
    11 points
  35. Hey everyone, the last couple of weeks I've been working on an overhaul to TDM's renderer that slightly improves CPU utilization in the game and should thus improve performance in CPU-bottlenecked scenes. This is the next step in our ongoing backend modernization and targeted for 2.09. However, since the changes are quite involved, I'd love to get a headstart on testing, so that we can catch any major problems or regressions early The 2.08 beta test has absolute priority. But if you happen to be curious and have a bit of extra time to spare, I'd appreciate any feedback you can provi
    11 points
  36. Spices! I modified the bottom of the jars a bit: And added a .pk4 with all the spices: Basil, Chili, Black Pepper, Coriander, Oregano, Ve-tsin, Cacau, Curry, Tyme, Cinnamon, Black Thea, Tumeric, White Pepper, Nutmeg and Salt : ) Spices.pk4
    11 points
  37. Another wiki topic added: Your Mission - From Beta Testing to Release and Beyond with links from the endings of: A - Z Beginner Full Guide Page 6 How to pack your Mission The material here will be largely obvious to old hands, but worth stating explicitly for the benefit of newcomers. From the Introduction: This article elaborates typical steps for beta-testing a mission beyond its packaging, namely: distribution, forum presence, and testing. This process continues to Final Release and any updates. Consider this a follow-on to - * A - Z Beginner Full Guide; and
    11 points
  38. First spiral staircase I've made. It do be lookin fresh doe.
    10 points
  39. Today I am happy to announce the release of my first FM for The Dark Mod. After 6 years of using this lovely game creation engine, I'm finally able to contribute my own project for it! It took roughly two weeks of non-stop work to do everything from start to end... there's always some little detail to come back to when mapping, thus there were a few little things left out to prioritize others, but at the end of the day this came out almost exactly as I envisioned it. In this mission you play as the typical professional thief. You've been hired to retrieve a scroll containing forbidden kno
    10 points
  40. As my custom assets work has increasingly shifted from models towards scripting, I'll open a new thread here to contain any scripts that I write which can be reused in other missions, starting with the A ) Presence Lamp This is a Lost City-style lamp that brightens and dims depending on the presence of the player or an AI. It fades between 2 colours and can trigger its targets whenever it switches fully on or off, so it should also be viable in various other situations. The standard setup consists of the following: - a trigger_multiple brush. The spawnarg "anyTouc
    10 points
  41. I have decided that the @Springheelzombies will have a different background story in the next mission. More details will be clarified with @Amadeusasap. The mission needs a new name... @Dragofer: It normally takes me days to instruct AI how to use the elevators. The chaps you've extracted from Sotha's "Genesis" mission do not need that - during the last test run they came after unseen opponents without specific orders using elevators not meant for usage! The observed behaviour provides a clear answer for a question that has bothered mankind for quite a long time: Yes, free w
    10 points
  42. There is no safe way to knock someone out in real life. Not with a bump on the head, not with choking. Even using a poison dart dipped in some anaesthetic would not be safe, because anaesthetics need to be carefully matched to the patient's body weight. We all know this. It doesn't matter. The Dark Mod is not a reality simulation. The blackjack exists because the aim of this game is to deliver an improved version of the Thief gameplay experience, in which blackjacking was an important mechanic. That's all there is to it.
    10 points
  43. You can never know what treasures you might find in the depths of SVN: (Such as a wrecked ship hull by Dram. Clearly it was never intended for the player to walk inside it, so there's still a lot of work left to make this playable.)
    10 points
  44. Biker asked that I post this: “Evening, as some of you may know I have been working on a large city based mission for TDM. I am very close to rolling out the first beta so have set up a Discord server to do the beta testing on. For anyone that has previous beta testing exp and would like to help, head on over to - https://discord.gg/fP32yEn" I've seen this map, and it looks really good. Help Biker get this long-awaited puppy out the door! Thanks!
    10 points
  45. A while back Atheran made use of cloth simulation to create covered versions of various kinds of furniture. While others and I have been putting these models to good use in our FMs since then, they didn't get taken up in TDM's core assets because of numerous issues. So I've put a decent amount of time into fixing these issues, and can confirm that they were numerous indeed. Automatic mesh generation sure causes a lot of collateral damage, as the cloth UV map was split into a thousand shards, the shadowmeshes didn't work and intersected with the cloth, excess/missing verts and faces every
    10 points
  46. The third and final mission has the plot written, and the map (which is almost 3 different maps) 60% done. There is some beautiful work there already completed, but far too much work remains for me to ever finish it. I'm going to be packaging the three sections up for adoption this summer (which is going to be a big task given all the custom assets). Anyone here who wanted to try and bring it across the finish line would have my full support.
    10 points
  47. 10 points
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