Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/archive thread/'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. The Dark Mod 15th Anniversary Contest! To celebrate our 15th year, we are holding a fan mission contest! The Dark Mod project trundles onward for it’s 15th year in a row. In that time we have improved our game engine in countless ways and have grown to over 170 missions! To celebrate our perseverance and the years of improvements to come, we are hosting a contest to mark 15 years since the 1.0 release! Now is your time to demonstrate the mission design that best exemplifies your personal style and capabilities! Please consider entering this event! Unlike most recent contests, there is no defined theme and we are simply going to score based on our standard metrics of Story, Gameplay, and Visuals with our standard weighted scoring: Max Possible = Total Votes * 5 (Outstanding) TotalMaxPointsPoss (TMP) = AllCategoryVotecount(ACV) * 30 Full Weighted Score (FWS) = (Gameplay score*3 + Visual score*2 + Story score) / TMP Contest Submissions should be provided before October 16th so that players can start playing and celebrating on the 17th! The players have been keen to relay that they would like really creative missions so it may be worthwhile to examine our “Community Unusual Contest” to get an idea about the wild range of possibilities we offer to designers. Also, since the contest submission is in October, there will probably be an increased desire for Horror themes. The Dark Mod 2.12 was just released so including new 2.12 features is strongly encouraged. Finally, it might be nice if authors name their protagonist Corbin to match the included missions. ( None of the above suggestions are requirements for the submissions. ) Please post your intention to enter in this thread. Thank you! The Poll on this is to demonstrate the intended design used in the mission release threads.
  2. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  3. The concern that newcomers and players that play the game occasionally don't know or cannot figure out some features looks like a recurring topic. Since we cannot rely on the training mission alone I propose a "global tip system". First, we need a setting: In-game tips: Yes/No This setting must be easily accessible and therefore it should be included in the main menu or stand out in the settings screen. Now, when the setting is enabled players will get tips in ANY and ALL missions when triggering a condition for the first time. Examples: Player frobs a (shoulderable) ragdoll for the first time: To shoulder a body frob it and press "Use". Drop the body by pressing "Use" again. Player frobs a moveable extinguishable light for the first time: You can extinguish a candle by pressing "Use" while holding it. Find fire sources to relight candles. Player frobs a moveable switchable lantern for the first time: Press "Use" while holding moveable lights to switch them on and off. Player unlocks a door (or object) with a key for the first time: You can lock it again by selecting the appropriate key and pressing "Use". Player shoots a water arrow for the first time: Did you know water can clear blood stains and make moss grow stronger? Player shoots a rope arrow for the first time: Press "Attack" while hanging on the rope to swing. ...
  4. I don't know if this is any use to TDM but if I don't post it we'll never know https://sonniss.com/gameaudiogdc Apologies if this is in the wrong folder, please feel free to move the thread or remove the thread if it's no use
  5. Do we have one of these? I know we kind of have one for upcoming TDM projects, but not a general game thread. I'll start. Elden Ring:
  6. Now that The Dark Mod 2.11 is out, please share any thoughts, issues, or well-wishes here. Thank you!
  7. The Dark Mod is hosting an Ask Me Anything thread on the PC Gaming reddit forum:  https://www.reddit.com/r/pcgaming/comments/10nfcwj/hello_we_are_the_international_development_team/

    Feel free to join the discussion there :)

    1. AluminumHaste

      AluminumHaste

      That was so cool to go through!

    2. Shadow

      Shadow

      Very effective. There's Thief fans there admitting they never heard of TDM, and now they are trying it. So excellent.

  8. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  9. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  10. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  11. Just want to mention some "old", but nice, stuff on internet archive. Are there any other things on this site, that you want us to see? Play old games in your browser: ms dos https://archive.org/details/softwarelibrary_msdos_games Amiga https://archive.org/details/softwarelibrary_amiga?tab=collection Arcade: https://archive.org/details/internetarcade Nice stuff, like documents and files (especially the objects that are marked with a green floppy disk-icon ) https://archive.org/search.php?query=thief https://archive.org/search.php?query=doom 3
  12. *****UPDATE***** cabinet1 fans! Version 2 of the cabinet1 extension pack is here with a new desk and bench model as well 5 unique hutch and curio cabinet prefabs! Big thanks to cabinet1 expert @Dragofer who generously polished the models and prefabs and fixed up the naming/pathing/definitions to be core mod compliant. God speed! cabinet1_xtended.zip *****Original Post***** Jumping over from the Discord where you should definitely join us if you aren't there already. No modelling skill here what so ever, but I have long found myself hopelessly addicted to cabinet1. Now it has gotten even worse with desk02 and desk03 being such great new assets. I just wanted/needed a little more matching furniture for my map so I put these together in DR. To be clear these are very basic but along the way I thought they might be of utility to anyone else who just needs more of that cabinet1 magic and can't wait for the pros to deliver the next dose. Of course just like cabinet1, desk02 and 03 they all have the "desk_old" skin variant and there is a prefab for the curio cabinet with working doors. God speed.
  13. Hello, as others have done, I'd like to start my own mapping thread to provide content I create in one place. Feel free to use anything from this map in your maps or for TDM integration. There is a book in the map with more description of the contained content. OGDA_Demomap Version v3: https://das-kartell.org/files/thedarkmod/ogda_demomap/ogda_demomap.zip Installation: Extract the content of the zip-file your "TDM install dir/fms" folder, the folder "TDM/fms/ogda_demomap" should be present afterwards. I'll post new versions from time to time when I have new content ready. Current map contents: v1: New Paintings (for details see here: New paintings thread v2: TDM Fountain prefab expanded with base, water, light and particles Drainable/fillable bath with sounds and secret compartment only accessible when drained Moving bookshelf with hidden compartment, very failsafe, the setup ensures no clipping or false states will happen (with one tiny exception, see book) Buildings (TDM defaults) with lights, monster-clip ond some details added New Buildings, mainly created from Springheel's TDM modules v3: Ambient light setup Additional info for the current version: - Foutain still needs monsterclipping - the largest building on the right side has a working window where the candle is, you can fill the room with content or revert the window to a func_static - most of the content that belongs together is grouped for easier copying/moving - most of the content is created for A night of loot 2, but that map is still in extremely early stages, there's no guarantee or release date for that one Credits: Additionally to content created by me, this map contains content provided by: - The Dark Mod - Obsttorte (i.a. fog script, texture blending) - Springheel (modules shipped with TDM) - TDM community github repo (Thread) Please let me know if you find content created by you in this map in case there isn't a mention yet. Screenshots:
  14. I have quite a few assets from WIPs I'll probably never use elsewhere, so I thought I could share it here. Some of these are older and not necessarily matching the TDM lore, but I hope someone will find use for them. In terms of package format, I'll be creating 7zip packages with just model and/or texture files, so you can place them wherever you like in your project. I'll also include example material or def setup. I'll leave textures in .tga format, so you can make edits on uncompressed source and save as .dds later. So first up is a door/frame/key combo: Temp upload of all assets: https://we.tl/t-BOdrlNEXWJ See readme_notes for design / placement instructions.
  15. mmij

    I thought to write you directly so as not to take the main thread off-topic, I hope you don't mind.
    And I would have written sooner, but I've been tied up dealing with idiots occupying armchairs at the Saigon consulate.

    Regarding reading material about city growth, a lot of what I know comes from pratical experience and multiple city planning and history books. So I don't have one ready source to give you, sorry.

    But if you know that you're looking for a pattern, and you know that there are two main types to be aware of, then you can use satellite maps to see the 'why' of sity growth.

    Open your Google maps and pick an old city. I suggest starting with one of these: Moscow, Paris, London, New York City (including the surrounding burroughs), Bangkok, Dublin, or Hong Kong. What you first want to look for are the geometric patterns that show planned growth. Once you have these pinned down, then identify the asymmetric growth. If you're using Google maps, you can go to street view and look for physical structures (hills, rivers, depressions, etc. _and_ pre-existing geometries from parks, statues, monuments etc.) that created the sprawl.

    Historic geometries will not be as straight and true as modern ones. So a planned road from 1500CE will have some twists and turns between its start and finish, but the points themselves will mostly remain geometrically aligned. (Example below. The asteriks are points and slashes the roads.)  
    *---___----*
    |             |
    *-----------*
    \   Here   |
     |   be     |
    /  Rocks  \ 
    *             *

     

    1. Melan

      Melan

      Thanks for your comments! If you are writing with reference to The Painter's Wife, do note that most of the basic street geometry is the work of Shadowhide, who built it about five or six years ago (he is no longer active on the forums). All later contributions, including mine, are refinements of that basic blueprint.

      That said, my designs follow fairly similar principles based on organic city growth patterns. My main reference work is Christopher Alexander's great Pattern Language, combined with personal experience visiting old cities throughout Europe (mainly the Mediterranean). While my personal research field is a bit different, I do work in regional studies, and have a natural interest in city development.

      Of course, there are two caveats:

      1) My cityscapes are rooted in surrealism, not realism - they are architectural fancies, not socio-economic experiments;

      2) they also serve gameplay (navigation, stealth, route-finding, climbing, etc.), which is an important consideration, too.

    2. mmij

      mmij

      You have some very interesting studies! I'll look up that book later. I'm reading a book called "A Burglar's Guide to the City" by George Monaugh right now. I posted a short message about it in the Off Topic section of the forum, but I thought I'd bring it to your attention as well. It's very entertaining.

      I'm wondering though, about your first precept. Do you create your own structural guidelines for each cityscape indivually, or do you have a master template that you've built up that governs your universe?

    3. Melan

      Melan

      I have read Monaugh's book; it is excellent! Very useful in thinking about level design, too. I think I first read about it on these forums, then purchased a copy.

      On your question, I have ideas about how the City looks and works in general - lack of open spaces, organic construction, rapid industrialisation that's still struggling to keep up with demand, and very little if any planning (beyond some basic public works). This is a core idea that is open to development in multiple directions. I also try to experiment with new ideas, so Penny Dreadful 2 or 3 is fairly different from Disorientation, which is different from Rose Garden. For example, PD3 is built on a stretch between canals and a hilltop fortress, which is different from Disorientation's waterfalls and steep streets, or Rose Garden's massive, derelict noble palaces. The basic idea dictates the details. So there is some logic o it - even though the results are not plausible in conventional reality. Springheel's TDM missions are definitely more realistic in this respect.

  16. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  17. I haven't been able to make contact with the Mission Archive built into the game. Its telling me it cannot connect to the server. I currently have 135 missions downloaded. Could it be that's all there is, as I also get a comment "No new mission packages available for download".
  18. I just want to point at the following thing: Yesterday, Internet Archive published 2500 dosgames on its server. (including full or shareware games like commander keen, quake 1, doom 1&2, etc) Those games can be played in your webbrowser! (search for a game, select the one with a floppy icon and hit the playbutton) See: https://archive.org/details/softwarelibrary_msdos_games They host also a nice collection of files for thief 1 and 2. For more info see: https://archive.org/search.php?query=thief dark project And TDM: https://archive.org/details/LP_Dark_Mod
  19. AMD at Computex:

    (discuss in CPU/GPU news thread)
  20. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  21. So, as we all know Thief 1 and 2 remakes no can do because it is IP of Square Enix and they want to make measly 1-2$ dollars off these old classics from Steam. Well, maybe it can be done if we make sure the publisher gets to still sell their old classic games. They prohibit using any in game assets, and remaking in-game maps in new engine. Well it doesn't matter. What if a separate mod is made for each installment containing only the game i.e. Dark Mod: Thief 1; Dark Mod: Thief 2, where the key to playing these mods (which will only be downloadable through steam) will be owning the original games respectively. Because Steam now features a separate download and folder as well as an ability to allow mods to be download if a special requirement (in this case owning a particular title) is met. It is what Enderal did. So everyone gets what they want, people can re-create the originals in Dark Mod and distribute and publishers get more Thief fans as well as money. Probably will still have to pass this onto the publisher but this finally makes more sense to them to accept. I mean a free remaster of their games, hell they can even up the prices on their original games if they wish so and include the remasters in the store description as ways to play the game. P.s. The Dark Mod campaigns and maps are great themselves too, but it would also do Thief 1 and 2 justice if anyone ever remakes them this properply. But I take it nobody really wants to remake a game of that size because there is a mod for Thief 2 - Shadows of the Metal Age and I do not see any reason for it not being remade in this engine.
×
×
  • Create New...