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  1. The Dark Mod Beginners Contest Start date - 12/12/2011 Completion date - 12/04/2012 (British calender so that's 4 months after 12/12/2011) Requirements: Size - 10 rooms which can include city streets. Including more than 10 rooms is fine within reason. Theme - Any theme is fine. Some things you might need: DarkRadiant http://darkradiant.sourceforge.net/ Essential reading http://wiki.thedarkm...ide_Start_Here! A very helpful list of tutorials from the Dark Mod Wiki http://wiki.thedarkm...tegory:Tutorial Some Very helpful videos from Komag http://www.shadowdar...m/downloads.htm If your stuck on anything please ask in the TDM editors guild. Everyones very helpful and you usually get a quick reply Contestants so far: RPGista acolyte6 Xarg Sixx SeriousToni Brethren jysk Jay Pettitt PeterDotJPG
  2. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  3. The Black Parade is coming! http://www.ttlg.com/forums/showthread.php?t=146501 Woo-hoo!

    1. Show previous comments  8 more
    2. demagogue

      demagogue

      I suppose making a campaign as an individual and building for Thief Gold go hand & hand. You need to be pretty obsessed to do either. XD

    3. Epifire

      Epifire

      I'm just very happy to see how much work still goes on with the original Thief games. Good mods = long life after release!

    4. lowenz
  4. I'm dropping my next standalone mission next week. And I wanted to give everyone a little teaser of what's to come by showing off my new briefing video. In it you'll hear a brand new voiced protagonist which is quite a bit different to the norm The mission was supposed to be featured in the Connections Contest but due to real life constraints I was not able to make the contest deadline. Because it was originally a connections contest mission you'll notice some references to the Volta universe (I was given permission by Kingsal to do so of course). With the extra time, I have spent it polishing and finishing up the mission which is now in beta and almost already to be released.
    1. SeriousToni

      SeriousToni

      What? The mysterious saviour is back to make our Thief lives happier again after such a long absence? I can't believe it's true! Wow thanks so much!

    2. demagogue

      demagogue

      He's like our own Game of Thones mystery crow that leads us to secret treasures.

    3. SeriousToni

      SeriousToni

      Or to an old tree with lots of zombies around.. xD

  5. To be honest contests are first and foremost there to get people to enjoy mapping together, the contest result is inconsequential (though Id definitely say the contest mechanism is an important part of the experience). We've already got a multi-author FM in a mostly single-author contest that literally builds on a released mission - so I think that ship has sailed. Let's let all join who submit missions before voting ends. My only conditions would be that each FM describes: 1) what other FMs their story connects to 2) what new TDM features were used, if any
  6. I am fine deferring to the other authors if they have no concerns, but if there is any concern at all about fairness in Iris being submitted, which is the impression I got from that original post, allowing it to participate in the contest mechanically, but not be eligible to win seems like a good middle ground to me as far helping out the community vs keeping the contest fair. Again I am not invested in the outcome of the contest, but am invested in the Dark Mod and am just happy we are getting so many great missions to play and that I could finally get mine out!
  7. As part of the 2.10 update, a long extinct engine feature was restored by duzenko that allowed the visual changes to happen. Meanwhile, when the item is used its custom scriptobject cycles through all entities on the map that have been marked with a custom spawnarg and updates their solidity. 2.10 was a very feature-heavy update so that became a theme in the contest and using this back-then experimental feature gave bonus points. Meanwhile it's become a core feature. @MirceaKitsuneas this FM is the first instance of the overhauled and quite complex multi-part version of this AI script, it'd probably be good to compile all known issues like yours so the script can be finetuned further. Could probably also do with a wiki page to describe how to use its features.
  8. As suggested by nbohr1more, we've still got time for a very short, focused Halloween contest. I hereby propose the following rules: Make the mission public on Halloween (31 October, Saturday). Prefabs and modules are okay, but don't just relabel a fully built mission you have worked on for five years and call it a submission. There is no rule 3.The deadline should make things neat, simple and focused. Don't build your dream mission (although feel free to build your worst nightmare!), because you won't finish in time. Build incrementally, and focus on getting something short and simple out the door. [edit] I don't know how to turn the poll results public, so please let it be known you are participating. I am participating!
  9. 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
    1. Show previous comments  7 more
    2. nbohr1more

      nbohr1more

      The votes from each thread will be calculated at the conclusion of the contest and the highest rated entrant will win. We have yet to have a contest where the entries are voted on directly though that would be an interesting thing to compare.

    3. Obsttorte

      Obsttorte

      Why not opening a thread for a vote for this missions. Maybe two votes, like first and second place, and than calculate it from there (by weighting the first place times two or so).

    4. nbohr1more

      nbohr1more

      Melan specified the terms and all the entrants agreed to them so we would need a consensus about that change from all entrants. Not that I object, we would just need approval from the mappers. I can open an unofficial vote thread though.

  10. Too bad I couldn't join in on the halloween speed build contest. Just want to make you guys aware that I'm alive and kicking :)

    1. Show previous comments  5 more
    2. Sotha

      Sotha

      Yep. For me the contest was interesting in the sense that what can be done in really small timeframe. Now we know.

       

      Winning is secondary.

    3. Sotha

      Sotha

      What I would like to see is more votes to get a more reliable conclusion for the contest.

       

      Presently, there are something like 10 people who have cast their votes.

    4. Airship Ballet

      Airship Ballet

      Eh, again, nah. It's out there and I'm happy with it, and so are other people. That's enough, really, don't have to be winners and losers as far as I'm concerned.

  11. My halloween contest mission is out! Enjoy!

    1. Show previous comments  3 more
    2. nbohr1more

      nbohr1more

      I can't even fathom how you could expect more from a mission created on such short notice. Any entry that is better than this mission deserves a hypothetical 6 star rating.

    3. Sotha

      Sotha

      Wow! Thanks, nbohr! But let's not be hasty. Other mappers still have many days before the deadline, and the quality level of TDM missions is nowadays very high. I really hope to see the other entries to excel in quality, because playing an excellent mission or two is always fun.

    4. SteveL

      SteveL

      Wow, astonishing speed! Gutted I won't have time to play it until the comnpetition date anyway due to travel :(

  12. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  13. 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?
  14. Halloween is in 15 days... "Extra super fast" speedbuild contest? ( LOL )

  15. I'm wondering if anyone ever checks new posts in the Fan Missions Forums? I've posted 4 questions asking for help for 4 different missions that I can't finish because I"m stuck, and I don't get any help. I posted a question this morning so I don't expect an answer right away for that one. Its frustrating because I would like to finish them. I've read through the posts for each mission and I'm not getting anything from them. If there's someone who could help me I'd really appreciate it. Thanks I guess I'm spoiled from the TTLG forums.
  16. Strange. Just restarted the game and loaded from my last save and... they work now! Perhaps restarting was the answer all along. I probably should've tested that before running to the forums - sorry about that!
  17. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  18. Moddb Article: http://www.moddb.com/mods/the-dark-mod/news/community-unusual-gameplay-contest Based on the polls, I am proposing a 3 month "Unusual Gameplay Contest" starting on December 16th and running until the end of March. The standard voting convention is show in the topic poll. The Unusual Gameplay theme will be as follows: Non-standard Objectives (assassination, destruction, etc) ( Sprinheel's "A Score to Settle" matches this criteria.) or Non-standard play styles (Fieldmedic's mission "Reap as you Sow" is a good example, using a different method to trigger AI alert states, etc.) or Non-standard (strange?) maps such as "The Sword"... (Stumpy's "Illusionist Tower" might count here. Tels' Swift Mazes framework would also work well.) Please post your intention to join the contest in this thread. Late comers are welcome as long as their mission will be complete by the end of the contest. If anyone has a partly complete or nearly complete mission, please post the details in this thread and the participants will decide whether this is a fair entry as long as it's declared. This can also be used by voters to determine adherence to the intended rules and let folks balance their expectations accordingly (if needed). Unfortunately, the last poll on this wasn't clear enough but we can surely work this out in a civil manner in this thread.
  19. I think it is a good idea! Our ingame mission downloader and mission view has long been subject of multiple improvement suggestions. Due to the sheer mass of missions that have been released in the last 15 years, things got really cluttered and especially newcomers will have a hard time finding what they want. However, improving the ingame guis is quite a task, so a web-based application might really suit this scenario well. Maybe we could even add a linke to it from our ingame menus, so user can access it quicker. Some more things to think about Would users be able to add custom tags and downvote / upvote certain tags, much like the system of Steam? This would also allow to add tags like "beautiful", or "difficult". Actually, the more users can contribute to this system, the better, because it will be automatically maintained then. The browser should also contain a flag for whether the FM belongs to a connected series of FMs or not and have the capability to go to the previous or next FM in that series. There should also be a flag for fully fledges campaigns. Some might like a flag whether or not an FM is "ghostable".
  20. Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting. Ambients from the TDM forums Gast's Eerie Lullabies Magnanimous Merry's Miscellanea Orbweaver's Dark Ambients Spadey's Ambients Radioteque's Ambients Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients. Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients. Uncle Peti's Sound Den Dragofer's Ambients - post #6 in this thread SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread Ambients from the TTLG forums Custom resources list Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality. Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient. Gigagooga's Ambients 3 Yandros' ambient loop Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever. Internet databases www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte. www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely. www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license. www.endlessascent.com - sister website of Darkwinter for non-dark ambients. Youtube Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc. #4 Void by Raffaele du Marteau & #6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet. Alacazam - a prolific Creative Commons ambients composer . Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first. Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.
  21. Is it just me or does the TDM Forums favicon look whack?

    1. Show previous comments  1 more
    2. SeriousToni

      SeriousToni

      Yes I was annoyed by that, too!

    3. Epifire

      Epifire

      Glad I wasn't the only one noticing that.

    4. Bikerdude

      Bikerdude

      Will drop Taaaki a message.

  22. https://github.com/HansKristian-Work/vkd3d-proton/tags <- directx 12 wrapper for dxvk https://github.com/doitsujin/dxvk/tags <- directx to vulkan wrappers D3D 9 to 11 eg. dxvk if you want to try it with horizon zero dawn you need to copy out dxcompiler.dll from Tools\ShaderCompiler\PC\1.0.2595\x64 and bink2w64.dll from Tools\bin and place them next to HorizonZeroDawn.exe. then copy over dxgi.dll from dxvk and d3d12.dll from vkd3d and place them next to it to. now fire up the game and let the shaders recompile -> profit.
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