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SeriousToni last won the day on August 17 2019

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About SeriousToni

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    Beginner Contest 2012 Winner

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  1. Yes you're right. Yea let's put this to another topic
  2. Phew that's a lot of coding stuff I really don't have a clue about (seems like you build the elements in notepad completely). I can try, so thank you for the tutorials, but I can't promise anything really
  3. Yes as I said, this is very oooold now I know what you mean - however I wouldn't throw the current art style over board completely for the sake of simplicity. People who got used to it, would be not happy. Few clicks possible, I'm totally with you. Is there any documentation about what you mean? I never heard of this feature EDIT: I tried this ingame. The game will freeze, a GUI Editor opens with nothing to see and my mouse cursor disappears
  4. I already created some mockups, but that's years ago already and I don't have had the knowledge of actually coding / implementing them.
  5. Also from me a big thank you to all who have contributed to this new version of TDM. Thank you for making TDM even better with these fixes and features! I really enjoy it still after all these (over 10?) years and that's really something that doesn't happen that often. Good work!
  6. Wow - my dearest congrats on releasing this what seems to be a really huge project. Respect for bringing this to the finish line. I can't wait to play this - great work everyone!
  7. Is there already an official release date btw?
  8. Ah okay, it creates weird effects ingame including nearly black screens with OpenGL - can't even revert without Alt-F4ing the game. Guess you're right - better leave Reshade for other games than Darkmod Thank you anyways!
  9. I just discovered what "Reshade" is and I want to try it out for TDM as well. So I am sorry for putting out that old thread now. However there are many different filters available. Do you guys, who already seem to have experience, know which ones I should try? Do you have before / after screenshots from your current TDM Reshades maybe, to show some of the effects? Thank you in advance - I am really interested in seeing this and trying out EDIT: btw for me it doesn't work at all in TDM (I don't know what shader I need to select - dirx9? opengl?) When I start the game I only get a black screen and Reshade reporting there were some errors
  10. Okay thank you for clarification on this matter and for taking the time to search the recent wiki article. This is a good hint for mappers to use in their current projects, but I guess there's still a bit more potential for more material in the future - if I might say that - since the system seams ready, but the content is sparse. I'll need to find the concerned audio files and listen to them to get a grasp of the possible questions & answers and then write the project / forum members who are still active if they are happy to expand this system a little. But it's nice that you showed us that we have a working system and some content to use already - I hope mappers will use this more often. Great work on this and thank you to all involved contributors so far!
  11. So just to be sure: You've made transcripts for multiple vocal sets (there are no audios & shaders yet) on a chatter system, but you can't find them currently? If yo could find them, the next step would be to reach out for the still-active forum members who contributed voice sets and ask them if they could record the necessary lines. After this someone has to put them into their respective folders and write shaders for them. Finally they would be usable for Dark Radiant map creators. Is that correct? If yes, then could we help searching the transcripts (if they're online somewhere) or are they somewhere on your personal computer? Thank you for your input on this matter anyway!
  12. Ah thank you fpr so much input on FMs that use scripted sequences and on the creation process. I remember doing some main character voice sets when I was building my FM, but those didn't evolve NPCs, so I only had to record it (actually a helpful member of the forums did it - thank you @betpet) and write a shader. I read through the wiki and saw that there is a convenient tool for creating NPC dialogues, that at least from the looks of it doesn't really seem to be that much work considering the huge benefits those conversations are able to give to an FM's atmosphere and story telling. However somehow I never noticed some FMs you were mentioning. The Accountant is a very nice example of how you can use NPC dialogues or even to give new objectives ingame without text boxes or books. I will make sure to check the other FMs as well. Thank you for all your suggestions! What is your opinion on making "pre-defined" conversations? Would it make sense to have some audio files available for mappers to setup custom conversations? I remember in the game Half-Life NPCs had some kind of stock material for random chatter in the way of "Question from NPC 1 -> Answer from NPC 2". For TDM there could be audio material for each of the current voice sets and mappers could set up small conversations apart from the automatic monologues we currently have for NPCs. So a big chuck for generating dialogues would be erased (recording and normalizing speeches and creating their shaders). To try to keep them non-repetive for multiple FMs these pre-recorded lines could be like in Half-Life where each chunk of a dialogue can be interchangeable with the question -> answer setting. I think this would make it easier for mappers to create a little variety with NPCs and make them more lifelike without a big hassle. What do you guys think?
  13. Dear fellow TDM members, as I recently came back to catch up with some TDM playing the question came to my mind: Why are so few missions using narrative elements like NPC dialogues or let the player's character expressing his thoughts by speaking to himself? In the original Thief games, NPCs talking to each other and Garrett commenting what happens added much to the story a mission would pursue. In most TDM missions, the narrative comes only from readables and NPCs just walk their routes up and down mumbling to themselves. Please note, that this is not meant to be as critique to those FMs and their authors! It's just my personal experience, that leads me to two things to discuss: Why are scripted dialogues / sequences used so sparingly in FMs? Which FMs do you know, that make use of these elements? I would like to hear your persnoal thoughts on this. Thank you!
  14. SeriousToni

    Story Mod

    One thing that was very cool in the Thief campaign besides the story was, that you could take your stolen goods and buy equipment from it in the next mission.
  15. Nice little mission, especially the sound placement for rain and background music. Also I loved the secrets, traps and ai. I had no problems with fps, voice sounds, doors or triggers. Really good job there - I would love to see more of your maps in the future. Thank you!
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