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Darkness_Falls

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Darkness_Falls last won the day on October 23 2018

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About Darkness_Falls

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    Sneaking through the shadows of Thief 1, Thief 2, and The Dark Mod.

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  1. It also crashes to Desktop for me mid-way through loading the map. Not sure what causes it. I installed it through the in-game map downloader and this is my first time trying to play it. I'm on Win10 with decent PC specs all around. EDIT: Will try the "TheDarkModx64.exe" executable per the OP, in case I wasn't already. EDIT 2: Yeah, that was it. It launches now (using x64 executable).
  2. I agree, Wesp5 What if each fan mission author could specify their own class-ranking values for their mission? A table that lets them manually specify the stealth score-to-career ranking relationships for their map? As well, over time, as more people play their mission, they could fine-tune that table based on player feedback; if there's a trend of people being outraged by carefully playing the hard or long map and getting "Clumsy Safe-cracker" for their ranking instead of, say, a "Nimble Boxman" PS: I propose any art that accompanies the class characterizations should hav
  3. Now my apologies for the necro, but I just stumbled on this thread. I have a feeling the origin or impetus for giving a Stealth Score may have been an idea I had to rate how stealthy the player was while playing the mission, and then give them a career label/title (or some measure-of-success label) with a hand-drawn art graphic characterization of what that rating/title represents. My inspiration was Pirates! (old Sid Meier video game) where, when your game concludes, it ranks you (on a societal/class/career scale) based on how well you did and shows artwork/assigns a label to you
  4. Thanks Kingsal! Actually, it turns out I'm kinda dumb. Your screenshot example being really dark on my end helped me realize the issue. I had Brightness down really far on my monitor and that was helping to make my water super black. In my defense, though, I always drop the Brightness way down and Contrast way up when playing Thief I and 2. I do it for T1/2 because it really makes the colors vibrant and rich (but not over-saturated), with rich/deep blacks, too. It's a trick I use on my LCD display to replicate the look of Thief that I had on my old CRT monitor back in the day. It's really effe
  5. This is talked about above on Page 3 of this thread. Jehauri mentions a "boop" sound. There are a few replies worth checking out, but here's one:
  6. I loved Requiem when it came out; didn't know Moonbo had another mission I think Requiem might be my favorite TDM fan mission so far and was glad you won the Amazon/Square Enix Thief Mod contest prize back in the day. I'm the one who mentioned to you long ago, Moonbo, if you remember -- I think maybe at the Eidos Montreal forum -- about how I carried a candle, I think all the way from a statue, to a gravesite that was a decent distance away in Requiem and placed it on or by a tombstone and reflected for a few moments. Something like that. Pretty awesome, and cool that TDM lets you do unscript
  7. Thanks esme! Sadly, it's not working well for me. No matter what I try with that, the above-water environment gets bleached out bright whenever I adjust things to be able to see underwater. I can't find any happy-mediums settings to use. I've tried several different values for that field in the .cfg file while also messing with the Brightness and Gamma settings in the game menu. No luck Is too bad, too, as I always enjoyed TDM's underwater view/effect in past years. And I really can't progress on this mission without going under water; I'm sure several FMs are that way... so, for me at l
  8. When I go underwater, it gets very dark/black. Can't see anything. At least not in the first map I've tried -- Volta 2: Cauldron. Has happened in all instances of water I've gone into so far. Looks quite inviting pre-plunge... but then I go into it and it is impossible to navigate around. Do you think this is an issue with TDM 2.08, or the map? EDIT: Ahh, I see it was reported on Page #1 of the thread. And to reply to stgatilov, you're right, I'm afraid it's an issue...
  9. Hey, thanks for the offer, Duzenko! Sorry it took me so long to see your post I see 2.08 is actually released now, so I'm re-installing TDM from scratch and will see how 2.08 goes, brightness/gamma-wise. Will let you know how it goes. I uninstalled TDM a while back because it was on my C:\ drive (SSD), and some other issues. Am going to try and put 2.08 on my D:\ drive instead, and not in 'Program Files' -- so I can hopefully avoid an issue I had before of not being able to save games (related to Admin rights). The TDM website suggests the following path, so I will do that: "c:\games\da
  10. Thanks stgatilov! Great info! Yeah, Blender seems a logical choice since it's free with a lot of cool abilities I don't have a commercial version of Maya yet; so even if TDM could read Maya 2018's output, I have a feeling an educational or non-commercial version wouldn't be usable(?). Interesting point on MASH. If it was a mesh, would it still need to go through an MD3/MD5 conversion? What would be a readable file format to try and export as for TDM in this case (.fbx, .abc (alembic), etc.)?
  11. Thanks HMart. Yeah, will be interesting to find out. As a non-FX-related side note, I find this interesting. I see that Maya 2018 has a Game Exporter option and you can export FBX 2006 files from there. (I don't remember seeing that in Maya 2014, but maybe it was there.) I wonder if that would help let someone use Maya 2018 to make models and animations for Dark Mod somehow, since I think FBX 2006 refers to "Maya 6"? Or maybe it just doesn't matter what FBX you use, the barrier is still the MD3/5 conversion thing? Here's a knowledgebase article on it. But, yeah, I'll be cu
  12. Is it possible to use recent versions of Maya to create dynamic effects/simulations for use in TDM? Even if they're just cached sims? Sparkles, dust, smoke, steam, sparks, splashes, fluids, magic, etc. For example, create nParticle sims (including instancers), Bifrost, and/or MASH simulations in Maya to be used in missions. I've played around with the effects editor in DarkRadiant, and it can do some neat things. Was just wondering, though, if it's possible to use Maya sims somehow. I have a lot more experience with Maya, mainly nParticle and MASH, and just feel it would be neat to m
  13. I proposed an idea in the early days of Dark Mod (mid-2000s or so) where if the statistics/stealth score screen showed that you had been discovered, it would let you see a short video replay of the event actually happening, or a freeze-frame image, of the moment. To make it work, as you play the level, if a guard spots you or a body that you should have hid better, then the game would capture the few seconds surrounding that moment, or a snapshot image, so you could watch it/look at it from the post-mission (and death/failure) stats screen to help see where you went wrong. (Because withou
  14. Voice acting is my #1 thing that I think could use improvement. Though, not an easy feat, I know
  15. Thanks for the clarification, @JackFarmer!
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