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  1. Thanks! 1) Doing LONG_PRESS PAD_A (what I, for lack of knowledge, call "jump-mantle" or "_jumpmantle") differs from doing PRESS PAD_A ("_jump"). "_jumpmantle" differs from "_mantle", so they must be mapped to different button-calls. "_jumpmantle" differs from "_jump", so they must also be mapped to different button-calls. This appears to be the case, but it is not evident (or changeable) in DarkmodPadbinds.cfg. "_jumpmantle" seems to be hard coded to always connect to the same button as "_jump" but with a long press. It is as if bindPadButton PRESS PAD_A "_jump" is not actually just binding PRESS PAD_A to "_jump", but rather interpreted as "link PAD_A (regardless of button press time) to behave exactly like keyboard SPACE for short and long presses". I would have expected the default DarkmodPadbinds.cfg to explicitly read: bindPadButton PRESS PAD_A "_jump" bindPadButton LONG_PRESS PAD_A "_jumpmantle" bindPadButton PRESS PAD_B "_crouch" bindPadButton LONG_PRESS PAD_B "_mantle" ... but neither LONG_PRESS PAD_A or "_jumpmantle" is listed in the file. If there are actions "_jump" and "_mantle", I suppose there must also be an action "_jumpmantle" since it is possible for the player to do all those movements: * "_mantle" does the movements "crouch on the high surface, then stand up" * "_jumpmantle" idoes the movements "jump slightly forward, then land standing on the high surface" * "_jump" idoes the movements "jump up, then land exactly where you started" If the actions "_jump" and "_moveup" are not synonymous, then perhaps the action "_moveup" is what i call "_jumpmantle"? 2) Thanks for the link! It was useful in more than one way. I'll link to that page from https://wiki.thedarkmod.com/index.php?title=Bindings_and_User_Settings#Gamepad_Default_Bindings if I can get an account on the wiki, which proved more difficult than i thought (https://forums.thedarkmod.com/index.php?/topic/22327-how-can-i-create-an-account-on-the-tdm-wiki/). However, it does not answer my question how to find out the name ("<button>") used for a button on my gamepad. Basically, I would need to press the button on my gamepad and some program could tell me "That button is called 'PAD_A'". In my case, I have a gamepad "Logitech F310" (https://commons.wikimedia.org/wiki/File:Logitech_F310_Gamepad.jpg) which has a "Logitech button" (see image) that I want to use. I was hoping to find out the "button name" for that button and then edit DarkmodPadbinds.cfg to map it to a function. 3) ... but if that button has an "unusual name" that TDM does not recognize, then it may perhaps not work. E.g. if that button is called "PAD_LOGITECH" and TDM cannot recognize that name, then I cannot map anything to it via DarkmodPadbinds.cfg. Using QJoyPad I can map any keyboard key to it instead, as a workaround, but I cannot map MODIFIER to it (since MODIFIER cannot be set to a keyboard key). If current implementation is still called "experimental", then I must say it works very well; @cabalistic: kudos for that! I may not have continued playing TDM had it not worked with a gamepad.
  2. It is possible that this is a setting that needs to be activated to work: https://mantisbt.org/forums/viewtopic.php?t=23221
  3. At the risk of derailing the conversation, here's something I threw together today. It's a re-imagining of a tiny part of the training mission, specifically the hallway where you use moss arrows to sneak up on a Builder guard and then hide his body in an upstairs storeroom. I agree with @ChronA that the training mission is only competent, not exceptional, and as a tool for attracting new players to TDM it doesn't really get the job done. One problem is that the TDM universe doesn't really have anything like the Keepers, so it's difficult to reproduce a cool training mission like A Keeper's Training. The changes I made for this tiny snippet is that the instructions are nearby, not hidden in a static book in another room. The crucial information regarding shouldering v dragging is communicated via a GUI immediately after you KO the Builder guard. @Wellingtoncrab, if you'd seen this popup on your play of the training mission would it have taken a happy accident to rediscover how to shoulder bodies later? I also added volumetric lights, EAX, and secrets because I figure if the training mission were ever to be revamped it should show off all the coolest new features :] (if you look around a bit you'll also see a shout-out to T1 architecture. because I like it, and because I think paying respects to the original is decent) ztraining.pk4
  4. What all this tells me is that the training mission needs a serious overhaul. In places it ought to use GUIs rather than static books to give instructions. For example, in the area where you KO the patrolling Builder so you can learn to stash bodies, blackjacking him should trigger a GUI message then and there saying something like, "Highlight and frob the Builder to drag him around, or press ENTER to shoulder him"
  5. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  6. 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.
  7. Announcing the release of a new TDM mission--The Builder's Influence. Mapping by Railgun. Story and readables by Springheel. This mission continues the story of Corbin, the former smuggler first introduced in "The Thieves". Download it here: http://www.bloodgate.com/mirrors/tdm/pub/pk4/fms/builders_influence.pk4 http://www.fidcal.com/darkuser/missions/builders_influence.pk4 Briefing: "Whenever I attract a little too much attention in Bridgeport, I use some friendly smuggling lines to head north to Braeden. It's smaller than Bridgeport but still large enough that a visitor like me can go unnoticed. I've always been on good terms with the Cratchit Gang here, and for a small cut they set me up with a place to stay and some information on jobs in the area. Braeden is a great getaway for someone in my line of work; the watch is stretched thin and will usually look the other way for a small fee. With the constant threat of barbarian invasions on the minds of the people, a little domestic burglary tends to be overlooked. " "Things have soured over the past few months, however. The Inquisition has come to Braeden. Suddenly there are armoured Builder guards everywhere, even on street patrol. A lot of the underground closed up and fled for greener pastures, and jobs have been drying up. I've decided it's time to head home to Bridgeport, but the Cratchit boys have asked me for a favour first. " "There's a city Councillor by the name of Gerrard who is payed handsomely by the gang to overlook their smuggling activities. He writes forged tax registers and toll records for them among other things. Apparently the Inquisition has been paying a lot of attention to the city Councillors recently, and they've arrested Gerrard on suspicion of heresy. The Cratchit Gang is worried that they'll get ahold of Gerrard's forged records during the investigation; that would put their entire operation at risk. They need someone to break into City Hall after hours and get the tax records from Gerrard's office before they fall into the wrong hands. The gang is good at what they do, but they're smugglers. Breaking into City Hall is beyond them. " "That's where I come in. " "They've given me a map with Gerrard's office on it, so finding the tax records should be easy enough. I have a hunch that the city archives are worth a visit too; there might be some useful maps there. Of course, I'll help myself to some valuables along the way--enough to enjoy myself for a while when I get back to Bridgeport. I hear that Builders are patrolling the City Council halls now, so I'll need to be sharp. Night is falling...better get ready to go. " Screenshots: Full Size Full Size Full Size Note that although this mission requires TDM 1.01 to play, don't expect it to showcase all of 1.01's new features. 98% of the map was completed before the release features were available.
  8. I managed to create this during the past 5 days, which is the only thing I find scarier than the fact I managed to make it at all. I'll start with a little background on what I wanted to do and why. I felt that TDM was in need of some kind of playable minigame. Not just because its beautifully flexible scripting and gui system makes it so inviting to code one, but I feel it makes missions more pleasant to go through. A lot of AAA games add complexity in little details to make them enjoyable. During a normal mission in the 3D world, players find brief minigames or side activities to distract themselves and take their mind off the main objectives, after which they resume playing the normal match; This gives the world a nice effect and makes it feel more wholesome overall. I'm presently working on a FM that will feature interactive city hubs, this is one of the things I wanted to have to make each city feel more alive. Onto how it works: This is a pk4 mod you can download and drop in your FM to enable the minigame. The prefab mechanical/game_blocks.pfb contains a functional arcade machine, the entity itself is static/mechanical/atdm:game_blocks. Once you've placed an arcade in the world and compiled your map, simply approach it and frob the screen to bring up the overlay and start playing. It's an item matching game with simple rules: When 3 or more items form a lump their group is cleared and the player gains score, the more score you gain the more items you unlock, however the game gets faster and more difficult. You use the movement keys as follows: Forward to disconnect from the device (un-frob and regain control of the player), backwards to project the active item to the ground when you don't want to wait for it to fall, left and right to move the active item. From here I'll list the important highlights individually: One advantage is that in its current form, the game uses no custom assets (images or sounds): Everything is achieved using the vanilla graphics and audio exclusively. The only three files are a def, a script, and a gui... the prefabs for the default in-world device is also included. Hence why for all the complex functionality it achieves, the pk4 is just a ridiculous 17.0 Kilobytes! The game is highly configurable using spawnargs. From the game rules to the items and background, most aspects can be customized per-entity. This means arcade on the map can have its own rules for items, scoring, leveling, not to mention its unique appearance! See the def and the editor descriptions for info on each spawnarg. The game is meant to interact with the world via targets. You can use multiple trigger_on_* variables to activate objects in various circumstances. This includes starting or ending a game, leveling up, reaching a specific level, or beating the default high score. The later can be used to open a door that's only accessible if you beat the game. I made full use of the gui system. The game is normally played on an overlay, however the entity represents a screen (textures/darkmod/decals/signs/decal_gui plane) which mirrors the same interface. This lets you see your paused game in-world when you disengage the device, even watch the items fall at the edges of the screen if you're facing the right way. There's even a spawnarg to disable the overlay and play only on the world surface, though turning off the overlay isn't recommended as it's much harder to see detail on the surface. Other than the script and entity which you can use with your own geometry, I also created a prefab containing a fully functional arcade game ready to place on the map. I tried making it interactive and operable by adding other in-world entities in the mix: You have a side door which can be lockpicked to give you access to the power button, which lets you turn off the device or reset an active game. When beating the high score, the other utility door will open and give you access to some loot. It also contains details like spinning machine gears, refractive glass screen, even a short-range projector for light emanating from the screen... all are toggled on and off with the device. Despite arcade games being a little questionable for a steampunk world, I stylized it so it looks fitting for the environment. Lastly there's a broken (unplayable) version of the prefab which you can add as an accompanying decoration. I'm eager to hear your thoughts and what you think. If you like this minigame, the best way to support the work I put into it is to include it in your FM and use it, I would enjoy that the most. I'd be happy if it could be included in vanilla TDM in some form... not just because I'd be humbled to have contributed my own creation, but I feel it would benefit the default game to have this accessible to mappers. I'm happy with the base entity and functionality which I think is as good as it gets... beyond that it might need a better model than prefab, perhaps someone could help with creating one? Feel free to look at script too and let me know if you feel it's coded right, if it's something easy I might further improve it. Important: When placing the pk4 in your FM directory, be aware that any existing tdm_custom_scripts.script will either override or be overriden by the game's and break stuff! If you're already using that file, edit the pk4 to delete it from there, then manually add the following line to your existing FM's: #include "script/tdm_game_blocks.script" And here's the pk4 of the initial release as of today, as well as some screenshots of how this all looks so far. Wish TDM had a builtin recorder so I could share a video as well. game_blocks_1.1.pk4
  9. Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
  10. 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/
  11. 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
  12. Hidden Hands: Vitalic Fever Filename : hhvf.pk4 Date of release: 20/07/2019 Latest Version: 3 (17/02/2021) Download via the in-game downloader or here: http://www.southquarter.com/tdm/fms/hhvf.pk4 http://darkmod.taaaki.za.net/fms/hhvf.pk4 http://www.fidcal.com/darkuser/missions/hhvf.pk4 Known bugs: - stencil shadows do not work correctly (version 1) - sometimes, the character "Applefinger" cannot be knocked out when sitting on the chair without failing the mission. (version 1) Hidden Hands Series: I. Initation - II. Vitalic Fever Jack Farmer: mapping & drafts Amadeus: alpha testing, geometry fixes, performance checks, drafts for gameplay and objectives, revision of all readables, dialogues & narrator texts Grayman: AI fixes, gameplay fixes, trap fixes Duzenko: alpha testing, performance checks and improvement tips Beta Testers: - Joebarnin - Cambridge Spy - Boiler's Hiss (aka "The architect's darling") - Jedi_Wannabe (aka "The man of many voices") - Amadeus (aka "The Writer") Voice actors: Malasdair Narrator Jedi_Wannabe All four guards chatting about the guests, chickens, inventions and unusual job interviews New Horizon The educated Builder Goldchocobo The naive Builder Special thanks to: - Springheel, Sotha, and Fidcal for the tutorials. - VanishedOne, Stumpy, Destined, Grayman, Joebarnin and ERH+ for patiently answering my questions solving all the in-game problems. - PsymH (aka "Stringer Bell") for connecting me with the right guys on TTLG for additional voice acting. - Goldwell for teaching me how to integrate a custom video in a fms and helping me with troubleshooting during the integration of one of the Builder's voices. - all voice actors & beta testers for their great support. - all others not mentioned here who answered my questions in the Newbie thread or via PM. Contributors from the Inventor's Guild: - Destined wrote a new definition for the "spidsey-babsies", enabling those beasts to move through tunnels. - Grayman wrote a script enabling Halfrid to hold the quill only when it is needed. He also fixed several other AI problems with respect to path finding, damages and interaction with light switches. Pilfered items: - Portal sky with hills and trees originally developed and arranged by Sotha for "Thomas Porter: The Transaction". - Frobbox booster re-created from a map originally developed by Grayman All new ambient music and sound effects written, performed and mixed by Jack Farmer. Briefing video by SirSmokeAlot Pictures
  13. Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
  14. The subtitles for The Mature Builder (aka Builder 3) vocal set are now available: testSubstitlesMatureBuilder.pk4 The wiki's "Vocal script: Builder3" suggests these traits for this cleric: "strong, intimidating voice, determined; archaic language; patient, talks about servitude, orthodoxy." Compared to other builders, this one seems to enjoy quoting scripture more often and at more length. As usual, the testing FM serves as the vehicle to provide these subtitles for eventual incorporation into TDM. Statistics In file fm_root.subs there are 315 "inline" subtitless, categorized as: - 52 with an explicit linebreak, intending 2 lines - 263 without 3 of the inlines have explicit duration extensions, as follows: - 2 from 0.25 to 0.49, for 17 cps presentation rate - 1 capped at 0.50 seconds, for 17-20 cps - none with more than 0.50 seconds There are 9 SRTs, including: - 8 with 2 messages - 1 with 4 messages None of these were given a duration extension. Of the 20 total SRT messages, there are: - 12 with an explicit linebreak, intending 2 lines - 8 without In all, in this vocal set captioning, there are 324 voice clips with subtitles, showing 335 messages. Corresponding Excel File MatureBuilderSubtitles.xlsx This is based on Version 5 of the Excel Template for TDM bark subtitles, which was also featured in the preceding work for Average Jack, The Pro, The Maiden, and The Grumbler.
  15. The subtitles for The Young Builder (Builder 4) vocal set is now available: testSubtitleYoungBuilder.pk4 As usual, the testing FM is used as the vehicle to provide these subtitles for eventual incorporation into TDM. Statistics There were 471 subtitles. Only 10 were SRT; the rest inline. Of the inline, about 87 required a -dx extension of duration in the range 0.25-0.50 seconds (By policy, 0.50 was the cap, hit by 35 of these. In a worst case, that cap could be raised; none required that). Of the srt, two had a first phrase that had to be slightly shortened (non-verbatim). Corresponding Excel File TheYoungBuilderSubtitles.xlsx The final form of the Young Builder Excel spreadsheet was also retained (without data) as Version 4 of the evolving Subtitle Template. Documentation about the spreadsheet/template usage will be available.
  16. Idea: Thief 3 style missions.

    One of the great features of Thief 3 are missions defided in small segments with loading screens when you move from segment to segment. We all miss those right? I was thinking of mapping only horizontal, so not stacked. When you go up or down (stairs or elevator), you get a 20 seconds fake loading screen where you can play a minigame (The Builder's Blocks?). After that you get teleported to a different area that seems to be on top of the first, but actually isn't in the map file. It's much easier mapping, because you can see everything in one glance from above. This could also give more freedom building, because it doesn't have to fit. Everything is predictable because guards don't move to different sections.

    This could be used for the Thief 3 contest possibly..

    1. Show previous comments  4 more
    2. AluminumHaste

      AluminumHaste

      Just use layers in Dark Radiant. Put everything on one floor in a single layer then hide it.

    3. jaxa

      jaxa

      Seems like the idea is doable, IDK about the fake loading screen though.

      How well can TDM handle large, open areas? I know it was never a strong suit of the engine, but I'm thinking of the recent "A Bridge Too Far" and biiig T2 FMs like "Lord Alan's Factory".

    4. datiswous
  17. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  18. 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
  19. the builder bless you

  20. That sort of tone doesn't fly in our forums.
  21. There's a group of players who have meticulously tested and adjusted ghosting rules for The Dark Mod. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Why alienate an established group of dedicated players?
  22. 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.
  23. 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.
  24. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
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