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  1. I suppose your right. The Dark Mod was originally made to be a challenge for those familiar with the Thief games, in terms of difficulty and perhaps lower in accessibility to the newer players. It wasn't meant to be a re-creation of what its like to fight or sneak or stealth takedown enemies at all of those games or to mimick real life in anyway. Its just supposed to put all our skills to the test. With that said, I sorta wish the dark mod took a different turn and made the gameplay and difficulty more organic and natural, rather than always relying on bumping it up by forcing certain rules on myself when playing. Like no tools except lockpicks, no KO's, and no killing any human NPC's, put everything back where it was except loot, and keep being spotted to a minimum by only moving around when the enemies our out of sight if I can help it. Your mod is certainly a improvement by a significant margin because its got some consistency that I appreciate And its also got a whistle and peek through doors Great work of course.
  2. The Adventures of Thomas: Lucy's Quest Author: gg 2022-06-20 Version: 1.1 Required TDM Version: 2.10 or higher EFX: Yes ============================================================== Cautionary note: This FM needs a strong CPU/GPU combination sufficient to play the more demanding TDM FMs. Just as for many or most of the new FMs being released with the new gfx possibilities opened up it does a world of good to tweak the advanced video settings for the best combination of settings for your PC. For example, on my weaker laptop I set shadows as stencil and soft shadows off. On my desktop I set shadows as maps and soft shadows medium. Bloom off. Ambient occlusion off. Since the FM was built and extensively tested at these settings I believe either should produce a satisfactory experience. ============================================================== Sound Credits: freemusicarchive.org music Aislinn04_-_Aislinn_-_Lovely_Maria freesound.org klankbeeld_horror_1 freesound.org/people/CarlosCarty/sounds/522687/ om_aum_mantra_male_chant_bb freesound.org/people/Still%20Frames/sounds/37720/ still_frames freemusicarchive.org music The_Mind_Orchestra_Bruwynn tecknic.bandcamp.com/album/the-dark-mod-ambience-and-atmospheres Zack Bower Ancient_2, _3, _5. Solemn_1 freesound.org/people/Jagadamba/sounds/256006/ group_chanting_om_aum ============================================================== Thanks to: The TDM/DR developers for producing such a beautiful machine. The keepers of the wiki pages which are looking very good these days. Sotha for his invaluable tutorial "The Bakery Job". This tutorial is a jewel. Springheel for creating an atmosphere. Bikerdude for... ideas how to do things and scale things. Playtesters and advisors Dragofer, wesp5, datiswous, shadow. datiswous pointed out some immersion breaking lighting faults, so I got the idea. wesp5 gave me some good advice on how to tell the story - so it's more understandable. Dragofer gave me some early advice on optimizing the mission, which gave me a couple of months work with results that are well worth it. Dragofer wrote a script which optimizes CPU calculations of AI interactions. Shadow helped by testing the script, as well as testing other attempts at optimization. With the script in action only the minimal of AI interactions in the player's vicinity are called to be calculated. The script provides a general benefit but the results vary from computer to computer. The script targets a CPU task. ============================================================== Gameplay: Notes attached to objectives contain essential information on gameplay, on who the good/bad guys are, on what the player must do, and why. Mandatory objectives are linear, directing the player along a route to the goal. Optional objectives can be completed anytime. ============================================================== CAUTION: spiders, rats, undead, necrophiles, cannibals, psychotic thugs, and some generally unsavory characters. No snakes, though. The spiders ate them. ==============================================================
  3. The real St. Alban was a pagan who became a celebrated religious personality, this All Saints Day 2010 The Dark Mod places its own spin on this mythical figure. Screenshots: Intro: "'Business' has been slow lately, even more so after most of my gear got snatched during a Watch raid... I've since been forced to hit the streets and pick pockets for a living. But my luck was about to change, last night I was approached by a red hooded figure with a proposition... As we sat down in a dark corner of a nearby inn, he told to me that the Builders of St. Alban's Cathedral in the Old Quarter had recently unearthed a discovery that might lead to the final resting place of some saint." " But before I do anything, I need to get my tools and stash from the evidence room at the local watch station." "with the hawks, doves will congregate they will drop honey from the cliffs wine will surge over the earth the sheep will wander harmlessly with the wolf then the wicked will rise, but to retribution" - 'scripture of St Alban' There is a new version out now, see the following thread St Albans Cathedral version 1.6 Build Time: about 2-3 months. Thanks:- Huge respect to the Dark Mod team for such a great mod and for all the hard work they put into it and continue to put into it. Special thanks to Fidcal, Serpentine and others for their help on the forums and to Testing:Ugoliant, Baddcog, Grayman, Lost soul, Bjorn and Baal (for doing all the Vp work in the town. Readables: Ungoliant and Mortemdesino for all awesome work on the readables. Resource: Fids, Grayman, Ungoliant - guis, models & images. Misc: Loren Schmidt - the author of the map I based the cathedral on. Info: # Like Thief2, some things are climable, pipes, wall vines etc.. You can also drop some of the keys, some door that are frobbabe mean there is another way inside - explore u taffer! # Due to TDM being a lot more of a resource hog than T2 I have been forced to limit the number of Ai in the mission, but they have better placement than my last mission. # On all difficulty levels the player starts with vertualy no tools/weapons, there are weapons to be found - read, read, read! # For the love of all that is holy, read the briefing otherwise you will problems completing the mission. Known issues:- # This mission will have less than optimal fps at a few points on the map, mid range DX9 card(X1900/GF7800) or higher required. # On low end PCs I recommend, V-sync is off, AA is off, Aniso is 4x or lower and that any and all background apps are closed.
  4. TDM 15th Anniversary Contest is now active! Please declare your participation: https://forums.thedarkmod.com/index.php?/topic/22413-the-dark-mod-15th-anniversary-contest-entry-thread/

     

  5. Rest assured, I haven't received nothing but praise thus far. Most of the constructive criticism about this FM's design arose during beta testing, and Dragofer in particular gave me a very useful write-up about what can be improved next time. Some examples being that he FM is a bit too spacious at times, its difficulty is rather low (a sentiment shared by thebigh), and the house design is a bit strange or tubular as a result of the FM's more linear nature. It's all been invaluable feedback as I continue to learn DR, and I intend to write up a post-first FM release retrospective near the end of this week going over what I've learned. I'm quite overjoyed about all the positive feedback I've received thus far, but that's not because I'm afraid of criticism, rather I was afraid of how a less traditional mission would be received by the community. I wanted to make something a bit weird with my first mission, and I was wary of how a short, linear mission with a limited player toolset would be viewed. Fortunately, the community has been very welcoming and accepting of weird little ideas, and I intend to take what I've learned into my next project right after my eyes stop burning from all those late-night Dark Radiant sessions. I hope you enjoy the FM, Chakkman!
  6. So I'm stuck at home with a sprained ankle with sod all to do but sit in front of the computer all day. So I'm looking through my CD/DVD/computer game collection for something to do and I find this little beauty. I bought it a year ago and I couldn't get it to work on my modern system. I said I'd sort it out later and put it on a shelf and forgot all about it. After a bit of tweaking I got it working this morning and have been playing it all day. Wow! The guys who made this really love Thief. You have glowing mushrooms, rope arrows, a thiefs highway (seriously!) and the protagonist coming out with Garrett quoutes "inside at last". I managed to get to level 4 using a combination of stealth and hack n slash but when I got to level 5 I had enough points to max out on stealth so it's finally turned in to my cup of tea. This is really quite fun. I've avoided using any spells in case I want to play this again so I can be a mage isntead of an assassin. Is there any other Dark Messiah fans around here?
  7. Now that The Dark Mod 2.11 is out, please share any thoughts, issues, or well-wishes here. Thank you!
  8. I'm happy to present my first FM, The Spider and the Finch. There may be a spider, but no ghosts or undead. It should run a couple hours. It's now available on the Missions page or the in-game downloader. Many thanks to the beta testers Acolytesix, Cambridge Spy, datiswous, madtaffer, Shadow, and wesp5 for helping me improve and making the mission to the best of my abilities. This would not be have been possible without Fidcal's excellent DarkRadiant tutorial. Thanks also to the many people who answered my questions in the TDM forums. Cheers! 2023-12-13 Mission updated to version 3. Fixed a bug where the optional loot option objective was not actually optional. Updated the animations for Astrid Added a hallway door so the guards are less likely to be aggroed en masse.
  9. Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasn’t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
  10. The standard info above the inventory grid is ALL, but it's with black letters, so hard to see on a dark background (and usually in TDM it's Dark). If you click on it and cycle through it becomes white: Maybe just make it White by default?
  11. I manually integrated and tested your PR. There is good news and bad news: The good news is that when running with the "GDK_BACKEND=x11" flag, using the clipper tool no longer breaks the window forcing me to restart DR afterward, the model / entity viewer no longer experiences the issue either. The bad news is that flag is still required, every viewport retains the problem if running Radiant in Wayland mode, we still have a big problem Linux users will increasingly run into as distros adopt it (KDE Plasma 6 now uses Wayland by default). So please integrate the PR if it doesn't break anything, it makes life much easier in the meantime! But this should remain open until either DR or WxWidgets or Wayland solve the core issue that exists when running in native mode.
  12. Oh my gosh, thank you for this! After reading what you just said, I realized I've in fact noticed the same thing in another program, but assumed it must be something completely unrelated: I've been working on creasing a CPU based voxel raytracing engine in Python, for which I settled with using PyGame. When the time came to implement first person camera control using the mouse, I noticed it did not work initially... however if I told my code to hide the mouse pointer first, locking it in the center of the window started working. It must be the same thing here in some form, Wayland likely has some very particular expectation on how the mouse pointer must be set in order to be locked. In fact just a few days ago, I tried a virtual worlds software called Vircadia / Overte again to see how it's been progressing. I activated mouse look mode and guess what happened: The exact same behavior of the view spinning endlessly as the cursor drifts away from the center due to lack of locking. So it's clearly happening to many things and not just GTK / WxWidgets related... but no all of them, most games (including TDM itself) work perfectly fine and mouse control never breaks. I'll try your solution later and mention the results, likely tomorrow as it's late now and I need to head off. If it works that would be incredible! At least as a workaround, we could simply not hide the cursor on Wayland, which will look ugly but at least allow using DR without needing hacks until they can solve whatever is happening on their end. Also Plasma 6 was just released, my distribution (Manjaro) will likely be getting it a couple of weeks or at most months from now. I'm curious how that will affect it: Hopefully it won't make the issue worse, but just in case I'd be happy to have a solution in Radiant before then.
  13. Hello! I cannot open the light inspector. Either using dhewm3 or dm engines, the outcome is the same. Dark Radiant closes. running on terminal, this is the output: SIGSEGV signal caught: 11 0: /usr/local/bin/../lib/darkradiant/modules/libradiantcore.so(_ZN6applog15SegFaultHandler14_handleSigSegvEi+0x4ab) [0x7f767721e9eb] 1: /lib/x86_64-linux-gnu/libc.so.6(+0x42520) [0x7f76818fd520] 2: darkradiant(+0x417db3) [0x55c1eb23cdb3] 3: darkradiant(+0x37f828) [0x55c1eb1a4828] 4: /usr/local/bin/../lib/darkradiant/libwxutil.so(_ZN6wxutil19DeclarationSelector26onTreeViewSelectionChangedER15wxDataViewEvent+0xbd5) [0x7f7682f942f5] 5: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN12wxEvtHandler23ProcessEventIfMatchesIdERK21wxEventTableEntryBasePS_R7wxEvent+0x6e) [0x7f7682bc117e] 6: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN12wxEvtHandler23SearchDynamicEventTableER7wxEvent+0x62) [0x7f7682bc4812] 7: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN12wxEvtHandler11TryHereOnlyER7wxEvent+0x24) [0x7f7682bc48a4] 8: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN12wxEvtHandler19ProcessEventLocallyER7wxEvent+0x3f) [0x7f7682bc495f] 9: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN12wxEvtHandler12ProcessEventER7wxEvent+0xa1) [0x7f7682bc4a51] 10: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN12wxEvtHandler18SafelyProcessEventER7wxEvent+0xb) [0x7f7682bc139b] 11: /lib/x86_64-linux-gnu/libwx_gtk3u_adv-3.0.so.0(+0x162e47) [0x7f768224ee47] 12: /lib/x86_64-linux-gnu/libgobject-2.0.so.0(g_signal_emit_valist+0x1290) [0x7f7680b14700] 13: /lib/x86_64-linux-gnu/libgobject-2.0.so.0(g_signal_emit+0x93) [0x7f7680b14863] 14: /lib/x86_64-linux-gnu/libgtk-3.so.0(gtk_tree_view_set_model+0x4e3) [0x7f76811aa283] 15: /lib/x86_64-linux-gnu/libwx_gtk3u_adv-3.0.so.0(+0x151121) [0x7f768223d121] 16: /lib/x86_64-linux-gnu/libwx_gtk3u_adv-3.0.so.0(_ZN15wxDataViewModel7ClearedEv+0x2a) [0x7f76821b29da] 17: /usr/local/bin/../lib/darkradiant/libwxutil.so(_ZN6wxutil9TreeModel5ClearEv+0x16c) [0x7f7682f7d08c] 18: /usr/local/bin/../lib/darkradiant/libwxutil.so(_ZN6wxutil16ResourceTreeView5ClearEv+0x9f) [0x7f7682f6cd9f] 19: /usr/local/bin/../lib/darkradiant/libwxutil.so(_ZN6wxutil16ResourceTreeView8PopulateERKSt10shared_ptrINS_22IResourceTreePopulatorEE+0x162) [0x7f7682f71952] 20: darkradiant(+0x418488) [0x55c1eb23d488] 21: darkradiant(+0x4185fb) [0x55c1eb23d5fb] 22: darkradiant(+0x37d04f) [0x55c1eb1a204f] 23: darkradiant(+0x382cfc) [0x55c1eb1a7cfc] 24: darkradiant(+0x5d5345) [0x55c1eb3fa345] 25: darkradiant(+0x38e032) [0x55c1eb1b3032] 26: darkradiant(+0x392006) [0x55c1eb1b7006] 27: darkradiant(+0x39229b) [0x55c1eb1b729b] 28: darkradiant(+0x3976b5) [0x55c1eb1bc6b5] 29: /usr/local/bin/../lib/darkradiant/modules/libradiantcore.so(_ZN3cmd13CommandSystem14executeCommandERKNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEERKSt6vectorINS_8ArgumentESaISA_EE+0xa5) [0x7f76770aceb5] 30: /usr/local/bin/../lib/darkradiant/modules/libradiantcore.so(_ZN3cmd13CommandSystem7executeERKNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEE+0x53) [0x7f76770b27f3] 31: /usr/local/bin/../lib/darkradiant/modules/libradiantcore.so(_ZN3cmd13CommandSystem14executeCommandERKNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEERKSt6vectorINS_8ArgumentESaISA_EE+0xa5) [0x7f76770aceb5] 32: /usr/local/bin/../lib/darkradiant/modules/libradiantcore.so(_ZN3cmd13CommandSystem7executeERKNSt7__cxx1112basic_stringIcSt11char_traitsIcESaIcEEE+0x53) [0x7f76770b27f3] 33: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN12wxEvtHandler23ProcessEventIfMatchesIdERK21wxEventTableEntryBasePS_R7wxEvent+0x6e) [0x7f7682bc117e] 34: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN12wxEvtHandler23SearchDynamicEventTableER7wxEvent+0x62) [0x7f7682bc4812] 35: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN12wxEvtHandler11TryHereOnlyER7wxEvent+0x24) [0x7f7682bc48a4] 36: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN12wxEvtHandler19ProcessEventLocallyER7wxEvent+0x3f) [0x7f7682bc495f] 37: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN12wxEvtHandler12ProcessEventER7wxEvent+0xa1) [0x7f7682bc4a51] 38: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN12wxEvtHandler18SafelyProcessEventER7wxEvent+0xb) [0x7f7682bc139b] 39: /lib/x86_64-linux-gnu/libwx_gtk3u_core-3.0.so.0(_ZN10wxMenuBase9SendEventEii+0x83) [0x7f768280bea3] 40: /lib/x86_64-linux-gnu/libwx_gtk3u_core-3.0.so.0(+0x2f31f4) [0x7f768272a1f4] 41: /lib/x86_64-linux-gnu/libgobject-2.0.so.0(g_closure_invoke+0x16f) [0x7f7680af6d2f] 42: /lib/x86_64-linux-gnu/libgobject-2.0.so.0(+0x30c36) [0x7f7680b12c36] 43: /lib/x86_64-linux-gnu/libgobject-2.0.so.0(g_signal_emit_valist+0x11a4) [0x7f7680b14614] 44: /lib/x86_64-linux-gnu/libgobject-2.0.so.0(g_signal_emit+0x93) [0x7f7680b14863] 45: /lib/x86_64-linux-gnu/libgtk-3.so.0(gtk_widget_activate+0x5c) [0x7f76811b4cbc] 46: /lib/x86_64-linux-gnu/libgtk-3.so.0(gtk_menu_shell_activate_item+0x13e) [0x7f76810829ce] 47: /lib/x86_64-linux-gnu/libgtk-3.so.0(+0x266ca3) [0x7f7681082ca3] 48: /lib/x86_64-linux-gnu/libgtk-3.so.0(+0x3e6eb8) [0x7f7681202eb8] 49: /lib/x86_64-linux-gnu/libgobject-2.0.so.0(g_signal_emit_valist+0x1290) [0x7f7680b14700] 50: /lib/x86_64-linux-gnu/libgobject-2.0.so.0(g_signal_emit+0x93) [0x7f7680b14863] 51: /lib/x86_64-linux-gnu/libgtk-3.so.0(+0x3ae724) [0x7f76811ca724] 52: /lib/x86_64-linux-gnu/libgtk-3.so.0(+0x251680) [0x7f768106d680] 53: /lib/x86_64-linux-gnu/libgtk-3.so.0(gtk_main_do_event+0xd3a) [0x7f768106e52a] 54: /lib/x86_64-linux-gnu/libgdk-3.so.0(+0x39743) [0x7f7680d4e743] 55: /lib/x86_64-linux-gnu/libgdk-3.so.0(+0x70f56) [0x7f7680d85f56] 56: /lib/x86_64-linux-gnu/libglib-2.0.so.0(g_main_context_dispatch+0x26b) [0x7f7682d90d3b] 57: /lib/x86_64-linux-gnu/libglib-2.0.so.0(+0xaa6c8) [0x7f7682de56c8] 58: /lib/x86_64-linux-gnu/libglib-2.0.so.0(g_main_loop_run+0x73) [0x7f7682d902b3] 59: /lib/x86_64-linux-gnu/libgtk-3.so.0(gtk_main+0x9d) [0x7f7681064cfd] 60: /lib/x86_64-linux-gnu/libwx_gtk3u_core-3.0.so.0(_ZN14wxGUIEventLoop5DoRunEv+0x25) [0x7f76826bb165] 61: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN15wxEventLoopBase3RunEv+0x31) [0x7f7682ae8e21] 62: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_ZN16wxAppConsoleBase8MainLoopEv+0x5a) [0x7f7682ac4b0a] 63: /lib/x86_64-linux-gnu/libwx_baseu-3.0.so.0(_Z7wxEntryRiPPw+0x55) [0x7f7682b26b55] 64: darkradiant(+0x1782f2) [0x55c1eaf9d2f2] 65: /lib/x86_64-linux-gnu/libc.so.6(+0x29d90) [0x7f76818e4d90] 66: /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x80) [0x7f76818e4e40] 67: darkradiant(+0x184f95) [0x55c1eafa9f95] I have a rtx 2060, running on Ubuntu 22.04, Kernel 5.15.0-56, Driver Version: 470.161.03. I updated the driver version and even gave full permission to the engine folders, but the output is the same.
  14. How fun is it to play as an undead in thief trilogy / dark mod ? The haunting(T2) and To the end with nothing(T2). Those FMs are exemplary according to me

     

    *tangential, Garrett vs countless apparitions

    https://ibb.co/hM0JrSh

     

    1. Show previous comments  4 more
    2. datiswous

      datiswous

      Quote

      Imagine if the player could fire up to 3 simultaneous ghost skulls

      Looks like Skull Storm from CB Undying

    3. chakkman

      chakkman

      Was your former forum nickname "Kurshok" by chance?

    4. taffernicus

      taffernicus

      nope this is my only account here

  15. The Alchemist is a full-size city and mansion Dark Mod FM, the fourth in the Thief's Den series in which you play Farrell. It follows on from Heart of Lone Salvation so you should play that first. The main build of this FM was by Sotha who was unable to continue work on it. I (Fidcal) could see the potential so completed it, somewhat roughly and quickly, so it could be enjoyed rather than abandoned. Even so, it exceeded my original estimate! Read the notes below while you ... DOWNLOAD HERE. (27MB) Sam's death hit me hard and I've not been feeling so good. I'm worried I didn't get rid of the Heart of Lone Salvation quickly enough. I don't want to end my days like Martha Edridge. A health potion is too weak; I need something stronger. Only a holy healing potion will lift a curse so I need to find a good alchemist. But the city watch have been tipped off and the district is alive with guards searching for any intruder they find on the streets. I have no choice: I must get that potion... This FM needs Dark Mod Update 1.02 or later. TIP: You cannot drink the holy healing potion if you are perfectly fit! As said in the briefing, the city watch are already ALERT right from the start and much more likely to notice you in the dark. You'd better be ready to move! ALLOW 2 TO 4 HOURS PLAY FIRST TIME AROUND Players with low end machines will find this slow in some places especially when there is an alert. Hide. Let things calm down. Closing doors behind you may help. In Dark Mod some glass is breakable using any weapon. It may require several hits. But there is also toughened glass which cannot be broken. Only one way to find out which is which! Do not use Esc during the briefing or the cursor becomes invisible. (You can still select blind though looking for highlights.) You can skip the briefing with the left mouse button. If you miss anything you can use the back button to show it again. Above all, Enjoy! [EDIT] updated with debugged combination lock script 5 June 2010. If you had a previous version installed make sure it is totally removed first, ie, doom3/alchemist and darkmod/fms/alchemist. [EDIT] If you get strange crashes there is a known bug caused by the spiky balls. This is fixed in Dark Mod but I think not released until 1.03. Try my patch from http://www.fidcal.com/TEMP/alchemist_patch2.zip It makes the spiky balls passive - they don't do damage - but apart from that no difference. Close Dark Mod Unzip the patch into your game folder doom3\alchemist Start the FM afresh, don't use earlier gamesaves.
  16. Alright, so, I'm a Texture Artist myself for more than 20 years, which means I know what I'm talking about, but my word isn't law at all, remember that. I've worked (mostly as mods, I am a professional but I much prefer being a freelance) with old DX8 games up to DX12. When it comes to Detail Textures, for my workflow, I never ever use it except rarely when it's actually good (which, I emphasize on "rarely"). This is one reason I thought mentioning that I worked with DX8 was logical. One of the few times it's good is when you make a game that can't have textures higher than what would be average today, such as, World Textures at 1024x1024. Making detail textures for ANY (World, Model) textures that are lower than 128x128 is generally appealable. Another is when the game has no other, much better options for texturing, such as Normal Maps and Parallax Mapping. Personally, I think having Detail Textures for The Dark Mod is arguably pointless. I know TDM never had a model and texture update since 2010 or so, but most textures do seem to at least be 1024x1024, if there's any world texture that's lower than 256x256, I might understand the need of Detail Textures. Now, if this was a game meant to be made in 2024 with 2020+ standards, I would say that we should not care about the "strain" high resolution textures add, however, I do have a better proposition: Mipmaps. There are many games, mostly old than new ones, that use mipmaps not just for its general purpose but also to act as a "downscaler". With that in mind, you boys can add a "Texture Resolution" option that goes from Low to High, or even Lowest to Highest. As an example, we can add a 2048x2048 (or even 4096x4096) world texture that, if set to Lowest, it would use the smallest Mipmap the texture was made with, which depends on how the artist did it, could be a multiplication of 1x1 or 4x4. One problem with this is that, while it will help in the game with people who have less VRAM than usual these days, it won't help with the size. 4096x4096 is 4096x4096, that's about 32mb compressed with DXT1 (which is not something TDM can use, DXT is for DirectX, sadly I do not know how OpenGL compresses its textures). I would much rather prefer the option to have better, baked Normal Maps as well as Parallax Mapping for the World Textures. I'm still okay with Detail Textures, I doubt this will add anything negative to the game or engine, very sure the code will also be simple enough it will probably only add 0.001ms for the loading times, or even none at all. But I would also like it as an option, just like how Half-Life has it, so I'm glad you mentioned that. But yet again, I much prefer better Normal Maps and Parallax Mapping than any Detail Textures. On another note...Wasn't Doom 3, also, one of the first games that started using Baked Normal Maps?
  17. Inn Business It's business, at an inn, over three nights. Development screenshots: Download: https://drive.google...dit?usp=sharing Update 1.48 uploaded March 8th, 2014, one change: patches key rarely not being frobable in one of its possible spots Big thanks to my beta testers: Airship Ballet, Kyyrma and AluminumHaste! Development supporters of note: Sotha, Springheel and Obsttorte. Also thanks Sotha, for urinating in my mission. ;-) And thanks Kyyrma for the title screen! My appreciation to all forum/wiki contributors, without whom, this wouldn't exist. Thanks to positive commenters on my previous mission too, extra motivation helps! :-) Note this uses campaign features, what you use the first night, impacts subsequent nights. And to quote a tester, "...the level is maybe best experienced in more than one sitting". If you do pause between nights, please be sure to save, you can't begin partway through effectively. (If you accidentally start a night you already completed, just fail the kill objective to switch to another night.) If your frame rates are too low facing the cemetery, please reduce your "Object Details LOD" setting. It was designed with "AI Vision" set to "Forgiving", to be able to sneak through with minimal reactions, if you want more/less, adjust your settings accordingly. There are several random, conditional aspects, and ways of going about things, so others might have slightly different experiences. Post here if you discover hidden objectives for extra points! My condolences to loot completionists, I made a bit on the third night hard, you've got your challenge cut out for you! Speaking of which, there's a TDM bug that mission complete totals too high, here are the real amounts per night: 2026/970/202. Oh, there is something that in the U.S. would be rated PG, in case you play with kids in earshot. I hope you enjoy playing it, feel free to let me know you did, and I'm glad to respond to inquiries (like how stuff was done, nothing was scripted). (Note which night you are referring to if it's something specific.) (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] Developed for TDM 2.01. PS: Thiefette, good news, no spiders! Springheel, if you find an optional objective you can skip...you might find it immersion breaking. Others, no undead! There are a couple other interactive critters though. :-) Edit note: Some posts below were from users of an unreleased version of TDM 2.02 which broke several things, they do not reflect regular game-play.
  18. The brightness was set at three clicks from max and gamma was about mid range. On some levels like down in a cavern or basement it was always too dark that is why I had it set high I'm not a youngster anymore can't see that well now!! I'll be 65 this year! P.S. I wanted to thank you for this great but short mission!!!!
  19. TDM Modpack v4.0 This new version of the Modpack is intended to be a long-term release. The Modpack is mature and stable enough to stay for some time how it is today, right where I want it to be: the foundation on which you build your favorite set of Mods for The Dark Mod. Good care was put to make sure the mods included in the Modpack stay true to TDM and neither the missions nor the gameplay are altered in any relevant way. Yes, we have more tools and skills at our disposal but it is up to you, the player, to make use of them or not. Play The Dark Mod your way. Compatible with 2.12 ONLY If you have previous versions of the Modpack I suggest you start fresh: disable and delete old mods. Use the mods included in version 4.0 from now on. TDM 2.12 introduces a great new feature and we can now have different mods from different sources running in parallel. Thanks @MirceaKitsune for pushing! Thanks @Dragofer for opening this door! What's more for 2.12 internal resources for mods have doubled and we can now load more mods than ever before and we are grateful for this! Thank you, @stgatilov! What's new in version 4.0? Starting with this release I am getting rid of the individual versioning and all mods are now at the same version (4.0 in this case). "TDM Modpack" is now the name of the project and the previous main "pack" has been split into two standalone mods: "Core Essentials" and the "Skill Upgrade". (The Skills are further split into their own packages and if you don't want a particular skill just look for the relevant pk4 and remove it). SHOULDERING BOOST - Decommissioned In TDM 2.12 we can now mantle while carrying bodies and the "Shouldering Boost" mod is no longer relevant and it has been decommissioned. In this new release of TDM we can also mantle while carrying objects therefore double thanks to @Daft Mugi for these quality of life improvements. Truly appreciated, thanks! SIMPLE SUBTITLES - New! Work on the subtitles is in progress and for the next version of TDM it is expected that players will be able to customize how subs are displayed on screen but until then, this new standalone mod offers an alternative for players looking for a rather simplistic presentation. Enable "Simple Subtitles", go to the audio settings and set the scope you prefer: Story [default]: Story only On: Story and general speech (Give it a try!) Off: Disable subtitles You can find more details of the mod in the opening post or in the readme included in the download. We must thank @Geep, @datiswous and @stgatilov (among other contributors) for the good work on the subtitles so far! Well done, guys! SMART OBJECTS - Present and Future Sometimes it is difficult to tell if an object is being held or not and the "Smart Objects" mod (now part of "Core Essentials") gets a little update and whenever you manipulate an object three dots [...] are displayed on screen: These three dots are a placeholder for real names, something I plan on addressing as a separate mod in the coming weeks... Here is the relevant topic: Nameless objects... a missed opportunity Stay tuned. INVENTORY MENU - Reworked The TDM user interface suffers from gigantism in some areas and the inventory menu has been re-worked and it is now delivered in a more compact format: The menu is 15% smaller and while the text has the same size as before item names are sometimes cut and I added a tip at the bottom to make sure the full name is always available. The updated menu is part of the "Core Essentials" mod. MINOR TWEAKS In each release of the Modpack I always tweak something and in for 4.0 I changed many things internally. You shouldn't notice any of the changes but it is worth giving the improved Whistle Skill a try... Here is the full changelog: • v4.0 New release - Major reorganization and global revision: Compatible with TDM 2.12. - All mods now share the same version (4.0 in this case). - Previous "Modpack" split into "Core Essentials" and the "Skill Upgrade". - Skill mods presented in their own, standalone pk4. - CORE ESSENTIALS: New, re-worked inventory menu. - CORE ESSENTIALS: New high mantle sound for our protagonist. - CORE ESSENTIALS - LOOT ANIMATIONS: Added scroll animation for paintings. - CORE ESSENTIALS - SMART OBJECTS: Display onscreen a subtle signal (...) when holding an item. - CORE ESSENTIALS - SHOULDERING BOOST: Mod decommissioned (alternative included in TDM 2.12) - SKILL UPGRADE - MANIPULATION: Improved script, smaller footprint. - SKILL UPGRADE - DISTRACTION: New approach (again). - HUNTER BOW: Increased radius of gas arrow effect. - BASIC SUBTITLES: Initial release. That's pretty much it for now. Thanks site admins, developers, mappers, modders and members of the community but more importantly, thank you taffer, for playing and supporting The Dark Mod. The download can be found in the opening post. Cheers!
  20. I've seen fun workarounds like that in other game modding as well. Years ago, maybe even a decade, some fella who was making a mod for Mount & Blade over at the Taleworlds forums revealed that he put invisible human NPCs on the backs of regular horse NPCs, then put the horse NPCs inside a horse corral he built for one of his mod's locations/scenes and then did some minor scripting, so the horses with invisible riders would wander around the corral. The end result was that it looked they're doing this of their own will, rather than an NPC rider being scripted to ride around the corral slowly. Necessity is the mother of invention. I don't know about the newest Mount & Blade game, but the first generation ones (2008-2022) apparently had some sort of hardcoded issue back in the earlier years, where if you left a horse NPC without a rider in its saddle, the horses would just stand around and wait and you couldn't get them to move around. Placing an invisible rider in their saddles suddenly made it viable again, at least for background scenes, of riderless horses wandering around, for added atmosphere. First generation M&B presumed you'd mostly be seeing horses in movement with riders, and the only horses-wandering-loosely animations and scripting were done for situations when the rider was knocked off their horse or dismounted in the middle of a battle. Hence the really odd workarounds. So, an invisible NPC trick might not be out of the question in TDM, even though you could probably still bump into it, despite its invisibility.
  21. Here's my first FM. A small and easy mission, inspired by Thief's Den and The Bakery Job, where you must find and steal a cook's recipe book in order to save a friend from going out of business. Download: Mediafire (sk_cooks.pk4) TDM Website's Mission Page The in-game mission downloader Thanks to: The people who helped me get this far, both in the forums and on Discord. The beta testers: MirceaKitsune, Mat99, Baal, wesp5, Cambridge Spy, jaxa, grodenglaive, Acolytesix ( Per the author in the beta testing thread. ) Skaruts has given permission to the TDM Team to add Subtitles or Localization Strings to this mission. (No EFX Reverb.) If anyone from the Community or TDM team wishes to create these we will gladly test them and update the mission database.
  22. Is it always like that ? You ask question. Second later You are finding answer to it, sorry for mess on forum BTW I am very confused about fm versions. In mission download section for example version is v4 and inside pk4 readme file version 1.1. In download section link to mission forum site would be also very helpful I have downloaded fms from Dark Mod and ModDB some of them are of course doubled so i try to compare them it would be very helpful to keep correct version in description so evreyone can keep track of it, and yes i know dark mod updates them but i like to have offline archive.
  23. The attribution ("BY") part of the CC-licenses requires: 1) You must give appropriate credit, 2) provide a link to the license, 3) and indicate if changes were made. The TDM license provides a link to the CC-BY-NC-SA 3.0 license, so part (2) could be said to be fulfilled. For (1) I would expect that each asset author is somehow credited by name and a link if the asset was found online, and for (3) I would expect a comment saying something if a change was made to the asset before it was added to TDM. Correct me if I'm wrong, but there are currently no core assets licensed as anything else than CC-BY-NC-SA. If there are, please tell me how to find them and how I can read their respective licenses. I don't think there is a way to track licenses on a per-asset-basis. I raised that question in this topic. Given the thousands of hours of work put into this game, I wouldn't want to leave it to chance... This licensing stuff may not be the hottest topic, but it may be worth talking about to prevent unpleasant surprises. Agree. And that a mapper working in Dark Radiant can see the license for each asset when they choose which asset to use, as suggested in the "tracking licenses"-thread I mentioned above. Yes, a mapper who wants to create a libre mission will have restrictions on which assets to use. If they don't require their mission to be libre, it will work as usual. If there is a way to add libre assets to the core assets, then it will get easier with time. Under current circumstances, a libre mission will not be nearly as good as any of the few missions I have played so far, but I wouldn't go so far as to call it pointless. I think it would be good enough to qualify the mission+engine as a game and get it into e.g. both the Debian repository and the LibreGameWiki. It's a starting point and hopefully it can attract the attention of more people wanting to work on the game. "def files" are CC-BY-NC-SA according to the TDM license. Does anyone know which license the core scripts are?
  24. What a nice mission. I really liked it. Honestly, I knew I was in for a good time when the gate closed on me the way it did. The floating eyeballs that teleported that one time - great. Bad room? Nice, but I'm confused who was knocking =D Olivia is just the right amount of creepy and adorable. Story is dark, spooks good. I got jump scared in the attic when the box fell =D So tension building 10/10 A predictable scare in Mom's room, that worked wonderfully for atmosphere. Extra objective - very nice touch, but I wonder if there was a way to unlock it, not just complete it.
  25. Weird, maybe a bad file on the server. Try this instead. https://www.moddb.com/mods/the-dark-mod/downloads/the-dark-mod-212-full
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