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  1. I created the page: https://wiki.thedarkmod.com/index.php?title=Lightgem In the source I placed the following text: <!-- Page text made by forum user Fiver: https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/&do=findComment&comment=491145 --> Personally I think the page isn't really necessary because the info is already present under HUD.
  2. In the first post of the other topic Geep proposed: Then Stgatilov's answer: But I think applying subtitles in different languages shouldn't be too hard I would think, but I don't know how the current translation system works. The engine should apply the correct subtitles based on the applied language setting, this doesn't need a whole new language system I think. Not sure who's going to write those subtitles though. I can only do Dutch and English and nobody needs Dutch I think. I suggest further discussion of this to take place in topic https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/
  3. Yeah it would be cool to see some more detailed statistics and it’s a shame they aren’t really captured. Since we are talking about fan mission platforms, where players also make the content for the game, I feel like the best thing we’ve got is you can look at the number of content releases for the games. Keep in mind the graph counts campaigns as single missions - so for example NHAT and TBP both count as 1 mission. A good year for TDM has has approaching maybe 50% - mostly we’re 25-30%. https://www.ttlg.com/forums/showthread.php?t=152494 You could also look at the number of ratings thief missions get on https://www.thiefguild.com/ vs TDM ones, but that is pretty iffy in that you could chalk that up to more awareness of the site in the thief community than TDM Out of curiosity is there a reason a thief player can’t be a new player? I kind of think a player is a player and new players would be ones who are playing the dark mod who weren't? Is there disagreement the base of players most likely to pick up the game are fans of the thief games? They are certainly the most fruitful place to find feedback on the game beyond the sphere of this forum that I have seen. When we were trying to finish up SLL there was a lot of discussion on the forums about how long it had been since there was a release for the game. I am thankful that the stats show at least some stability over the years in terms of releases for TDM, but the trend for all of the games is decline. Not doing anything is a valid response if that’s what the devs want to do - it is not possible to provide evidence that any effort will slow that inertia. As a player and content maker I would just prefer trying to find feedback where it is offered from players who were willing to try the game but ultimately could not engage with it and see if there is anything that can be done within reason to ease them into the game. The game has a lot to offer imo. All those players are potential contributors - contributions in turn attract players - it’d be nice to see the cycle go on as long as it can.
  4. Creating a new thread for this as it was being discussed in an old beta-testing thread starting here: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/&do=findComment&comment=490751 I suppose the main questions are: when should this spawnarg be used, if at all? why was it introduced in the first place? Can we get it documented properly on the Wiki so misuse isn't propagated? @stgatilov @Dragofer
  5. Those assets don't look good against stock TDM assets, they're like from another world. You'd need a complete package or a whole mission made out of these exclusively, to get a coherent style. That's years of work, unfortunately. Second reason is something I saw mentioned a few times in Discord discussions – TDM assets got stolen and repurposed on more than several occasions. I know that there's no way to stop asset flippers from getting those, even from modern games, if they're desperate enough. But since pk4 is basically an open door for such people, it made me reluctant to go on with this initiative. I put way too much work over the years to get to this level of craft (which is still not super pro, but quite decent, I think). From time to time, I still do single models, as requested from FM authors; but over the last few years, all my TDM-related modelling work has been sporadic, and mostly for my own amusement. I lost access to my dropbox folders. I reuploaded those in one zip package and updated the first post.
  6. Why? What did I miss? And personally I don't have the asset pack and if I add I would do what you demand. Just curious why you decided to do this.
  7. This asset pack is no longer available. If you have access to it, please don't use it or redistribute it further. If it's a part of a released FM, please credit me by including The Builder Compound pack name and my TDM forum username in your readme.
  8. It's not even that there are free asset sites or AI apps^. Models still need work as they have to be adapted to the game polycount limits, and textures need to be adjusted to work with game art style and shading system. Sometimes doing something from scratch will be faster. And with AI tools, it misses the point even more so. And the point is, making textures, models, and sounds is great fun. It's an opportunity to grow as a creative person, and an occasion to connect and network with other people, even if it's hard to communicate sometimes. And TTLG in particular has plenty of creative people to choose from. By choosing AI, or grabbing stuff from other games, you miss that opportunity, and everything that goes with it. If everyone starts doing it, the community artists will disappear.
  9. No need of piracy https://sketchfab.com/features/free-3d-models https://3d.si.edu/collections https://www.freepik.com/3d-models https://www.blenderkit.com/asset-gallery?query=+is_free%3Atrue&page=2 https://www.turbosquid.com/Search/3D-Models/free/asset https://opengameart.org/content/free-3d-assets https://foxdevart.itch.io/victorian-study-3d-asset-pack Creating easily owns with AI Tools https://charmed.ai etc.
  10. IMO points like that assume that content is put in an encrypted / binarized package that can't be easily opened with common software (see Unreal or Unity asset packages, etc.). PK4 is a plain zip archive and everyone knows how to open it. Edit: I had similar problem in the past, with a piano music composer who allowed some of his works to be used in video games, free of charge, but on the condition it was part of a larger file where you couldn't access his audio files.
  11. Looking at the code, the originals were "pm_mantle_pull 750" and "pm_mantle_pullFast 450". The new "pm_mantle_pull" value is "400". A "pm_mantle_pullFast" value of "450" would be slower than regular pull, not faster. With both being set to "400", they are at least similar. Other than that, it's subjective and the feedback from playtesters was positive. Also, referenced internally here: https://forums.thedarkmod.com/index.php?/topic/22256-movementcontrols-settings-in-main-menu/&do=findComment&comment=489158
  12. That sort of tone doesn't fly in our forums.
  13. I would use this massive list for any fan missions, it includes campaigns too: https://www.ttlg.com/forums/showthread.php?t=148090 There are a lot of Fan Missions for the picking, I myself go for the lesser known ones and the short variety, because sometimes they hide a gem or two. Just like jaxa, I'm a bit outdated after the temporal retirement, but I do remember some amazing campaigns like "The Black Frog". If you intend to play The Black Frog, you should play the first two of the L'Arsene series missions, it's how I did it myself. Also, yes, L'Arsene are a fantastic series. The first mission of L'Arsene is a "rough draft", author was a bit new to Thief level making, but still great either way, after the 3rd you will see how his skill increased by a massive amount.
  14. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  15. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  16. Included in the beta for 2.12 is a new companion to security cameras familiar to Thief players: the automatic turret. It will become active as soon as an enemy is detected by a targeted security camera, firing projectiles to fend off the intruder. Similarly to the security camera and the camgoyle sentry, turrets are highly customisable in their behaviour and appearance. There are two main variants of turrets at the moment: the cannon and the flamethrower. Thanks to Goldwell for digging up custom sound effects and Bikerdude for creating the models. Both were originally written as scripts, and meanwhile the cannon has been converted to C++ and integrated into the core assets for 2.12-beta1. One of the aims of the 2.12 beta is to test the readiness of the turret for release, given that it's a brand new and complex entity. The question of whether it's released with 2.12 or pushed back 2.13 is decided based on feedback by testers, so plentiful testing is of the essence and can be posted here. At the time of the 2.12 beta, the flamethrower is available as a script-based downloadable addon [here]. Its mode of action is to fire a lance of fire at its target, a novelty in TDM. While the scripting engine is powerful, there are some significant potential benefits in a C++ version. The main one is access to array variables to store and process data about all emitted flames, which would allow the flamethrower to spray fire in an arc instead of firing a single stream at x position. For this reason the flamethrower isn't offered as a core asset yet. Another feature of 2.12 is the refurbishment of Doom-era code for guided projectiles, tricky for even the nimblest players to dodge. Switching to guided projectiles only requires changing a projectile's spawnclass from idProjectile to idGuidedProjectile, and more spawnargs can be found in the new entity base class for guided projectiles. A guided version of the cannon turret's projectile is available in 2.12-beta1. Work was also done on introducing Thief-style bouncing projectiles but, as a hybrid between projectiles and moveables, these aren't part of 2.12 because changes to existing code at a deeper level are needed.
  17. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  18. The devs didn't title this thread, and @datiswous said they're attempting to mislead people by using Russell's name and a retro style to make it resemble Thief, which is cynical. I grew up on forums like I'm sure anyone who likes a game from '98 did. I actually left the Discord immediately after joining it because it was more off-topic doom-posting than anything relevant to the mod. I thought the forums might be better, but it's mostly just grown men yelling at clouds and telling strangers how mature they are, and a few brave souls actually developing anything. Depressing place, I'll just stick to enjoying new missions every 6 months without an account.
  19. True, but, 1. this thread is called "Western stealth FPS with Stephen Russell", and, 2. nothing you said changes anything for me. The gameplay still doesn't look like something I'd enjoy. And, if you really think this forum is cynical, then you don't visit forums much. Actually, the majority of the users are are pretty mature, unlike in other forums.
  20. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  21. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  22. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  23. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  24. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  25. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
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