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  1. The Dark Mod is hosting an Ask Me Anything thread on the PC Gaming reddit forum:  https://www.reddit.com/r/pcgaming/comments/10nfcwj/hello_we_are_the_international_development_team/

    Feel free to join the discussion there :)

    1. AluminumHaste

      AluminumHaste

      That was so cool to go through!

    2. Shadow

      Shadow

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

  2. This is a bit late notice (apologies for that), but there's an announcement to be made. I saw it wasn't in this subforum yet, so I'm posting it now so you can all see it. This Saturday (Jan. 28), tomorrow, The Dark Mod team is going to participating in an "Ask Me Anything" (AMA) session on the PCGaming Reddit page starting from 3pm CET / 9am EST. Edit: Here is the official AMA thread! https://www.reddit.com/r/pcgaming/comments/10nfcwj/hello_we_are_the_international_development_team/ They told us it should be stickied and open for questions all day long, so if you see this much later, you can still take a look and participate. Many of your favorite TDM team members ought to be there. (I plan on being in around the background at least.) I think there will be a lot of talk about the inner workings of TDM's development, so if you've ever been curious how TDM got made, why certain decisions were made, what are some interesting stories from the inside, or you're just interested in how games are made generally, I think you'll get something out of it. I think we can also use this thread as a follow up, if you want to talk more about anything brought up in the AMA, post it here and we can have our own little discussion too. I haven't asked anybody else if that's a good idea, but I think it's a good idea, so I'm running with it. Hope everyone interested and available can make it! Cheers!
  3. I love playing The Dark Mod when it's cold in my place. Bonus points when it's a bit (or even very) dark and it's raining, too.

    1. SeriousToni

      SeriousToni

      Me too, I noticed that I'm playing Thief and TDM mostly on autumn and winter time. Less in summer and spring. The rain is always a bonus for most games, haha. Not to mention distant rolling thunder!

    2. Shadow

      Shadow

      Yep a well done MOD is extremely immersive, especially if mimicking your real life environment.

  4. Hey everyone! I discovered the Dark Mod back in 2017 and as a fan of the original Thief 1 game, I instantly became a fan of this Mod's gameplay style and amazing content! This is my first post here so excuse this short intro, I just wanted to thank everyone that made this mod possible and for continuing working on it. I was wondering, has anyone tried to see if Nvidia's latest tech, REMIX can be applied on the mod? It looks SO promising!
  5. 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.
  6. Read article about Augmented Reality [LINK REDACTED] I wonder how long it will be before augmented reality is available in dark mod
  7. Dark Souls is a joke. Try changing the seat covers of a maxi cosi child car seat... It's utter agony! 😄

    1. Baal

      Baal

      Did you remove the child first?

  8. I never realised there was a Dark Mod Twitter account. Perhaps it was banned and waiting for Elon Musk to unban it.

    1. thebigh

      thebigh

      It was dormant for a very long time. Earlier this year I took it over and basically use it to announce new maps when they're released, and celebrate old ones on their birthdays.

    2. datiswous

      datiswous

      I wondered if (some of these) posts should go on the News page . Curently you usually only see a post when there is a new release (so once a year)..

    3. JackFarmer

      JackFarmer

      @OrbWeaver

      Apparently unbanning was not the only thing, there was seemingly also some sort of unblocking: Several users on Mastodon have reported that Musk, whom they blocked on Twitter in the past, suddenly became unblocked on their Twitter accounts...

  9. This new Twitter block looks kinda bad on the Forum's dark theme. Also, why is this info shown here on the forum anyway?

     

    I would like to see an option at least to disable it.

    Although I guess I could use some css..

    image.png.01cc0e7788c73b42c5932230f8cb2b2c.png

    Edit: This seems to do it:

    /* Remove Twitter timeline */
    .twitter-timeline {
        display: none !important;
    }
    1. Dragofer

      Dragofer

      It seems it can only be set to either black or white, independent of users' theme.

      It seems quite a few of us didnt know that the Twitter account was still in active use.

    2. datiswous

      datiswous

      I heard @thebigh took over activity

    3. datiswous

      datiswous

      You can't make it transparent?

      But like I said, there's no point in having a twitter block on the forum. If you want to follow, use twitter, but it should not show here.

  10. I just dreamed that I was on a Dark Tranquility concert and then the vocalist took me out of the massive crowd on the stage just to leave it with me and the band together. We went to the back stage where they showed me a game they were developing with the crowd outside waiting for the next song. Then we went out for dinner and ice skating in an abandoned mall. lol

    1. Show previous comments  2 more
    2. freyk

      freyk

      Thanks for sharing this dream.

      In every dream, there is a message to yourself. To get this message use a dreamsymbols dictionary.

    3. SeriousToni

      SeriousToni

      @freykWell I'm not sure what to search for in the dictionary, since it was a pretty complex situation. My guess would be that I miss the guys from DT and the live concerts.. and the alcohol haha :D

    4. freyk

      freyk

      In the following dreamsymbols dictionary

      http://m.dreammoods.com/site/dreammoods#2843

      Search for keywords: concert, vocal, stage, etc.

  11. Hey everyone, since The Dark Mod 2.10 has been released, will the version 2.11 release with bugfixes?
  12. Welcome to the Snatcher's Workshop. Come on in, we may have something for you today. Feel free to look around. We trade everything here. --------------------------------------------------------------------------- We realize new ideas and take existing ideas for a spin. For fun. Somewhere in this post you will find a download with mods. Good care was put to make all mods as little intrusive as possible to make them compatible with as many missions as possible. This set of mods will never break your game but some features won't be available in a handful of missions (the reasons are known). Feel free to report here what works and what doesn't. TDM Modpack vs. Unofficial Patch The TDM Modpack and wesp5's Unofficial Patch are incompatible since both the Pack and the Patch use a similar approach to mods. With the release of recent versions of the TDM Modpack I consider the most relevant features of the Unofficial Patch have been matched, superseded, improved, or simply implemented in different ways. More importantly, the TDM Modpack is not only tightly packed and it has a minimal impact in your install but it achieves more by altering less core files, meaning more compatibility and less maintenance. One can, of course, argue. TDM Modpack v4.0 Compatible with The Dark Mod 2.12 ONLY A lightweight, stable, non-intrusive, mission-friendly Modpack for The Dark Mod that includes many enhancements and a new set of tools and abilities for our protagonist: peek through doors, blow and ignite candles, whistle to distract enemies, mark your location, an invisibility-speed combo and more. Mods included in the pack do not alter your game or any of the missions in any relevant way. The pack includes enhancements to the core game and additions that can be used in missions but at the same time respects the vision of the mission creators. It is up to you to make use of any of the new tools and abilities or not. Please note that sometimes authors include in their missions their own versions of core files and as a result, some mods are not available in some missions. All missions will play fine regardless. Release posts: v4 series: v4.0 v3 series: v3.8 | v3.6 | v3.5 | v3.4 | v3.3 | v3.2 | v3.0 v2 series: v2.8 | v2.7 | v2.6 | v2.5 | v2.4 | v2.2 | v2.0 v1 series: v1.8 | v1.6 | v1.4 | v1.2 | v1.0 What's included in the pack? -:- APP: GENERIC MOD ENABLER -:- Credits: JoneSoft License: Free for unlimited time for Home users and non-profit organizations. Description: A portable, freely distributable Mod enabler/disabler. This application is required to run mods safely and it is included in the pack. At the heart of the Modpack resides JSGME (JoneSoft Generic Mod Enabler), an application that allows players to enable and disable mods with one click. JSGME has been around for more than a decade and it is to be fully trusted. Refer to the install instructions section at the bottom for full details. -:- MOD: AUTO COMMANDS -:- By activating Auto Commands some key bindings will be set automatically. F1, F2, F3 and F4 keys are not used by the game and we are reserving them for mods: - F1: Cycle through the Skills category - F2: Cycle through the Tools category - F3: Switch between Loot and Stealth stats - F4: Direct shortcut to "Penumbra" None of these categories or shortcuts can be set to any hotkey in-game currently, so we are using the built-in autocommands.cfg file to set up the keys. It may be the case you already make use of the autocommands.cfg file to configure other things to your needs or liking therefore consider yourself warned. Enable Auto Commands if you plan on using Core Essentials and/or the Skill Upgrade. -:- MOD: CORE ESSENTIALS -:- A pack that includes a variety of mods from the best modders of TDM: ~ FAST DOORS Credits: Idea and programming by Obsttorte. Treatment by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: Being chased? In a rush? No problem: doors open and close faster when running. Topic: Slam doors open while running ~ QUIET DOORS Credits: An idea by SeriousToni (Sneak & Destroy mission). Mod by snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: A vast number of doors play more subtle, sneaky sounds for a quieter, stealthier experience. This applies to doors that come with default sounds but only when manipulated by the player. Topic: Decrease volume of open/close door sounds triggered by player ~ LOOT ANIMATIONS Credits: Original idea by Goldwell (Noble Affairs mission). Programming by Obsttorte. Treatment by snatcher and wesp5. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: Moves the loot towards the player before putting it in the inventory, underlining the impression of actually taking it. This mod comes with a subtle new loot sound that goes along nicely with the animation. ~ DYNAMIC LOOT INVENTORY Credits: snatcher. Availability: All missions except Noble Affairs, Seeking Lady Leicester, Shadows of Northdale ACT II, Snowed Inn and a handful of lesser missions. Description: When picking up loot this mod displays the loot info in the inventory and shortly after reverts back to the last non-loot item selected. ~ SMART CONTAINERS Credits: Obsttorte (source code updates), Dragofer (similar attempts), snatcher. Availability: All missions. Description: To facilitate looting, the bottom of many containers (chests, jewellery boxes, etc...) gets automatically disabled at the beginning of the mission and only the lid remains frobable. ~ STEALTH MONITOR Credits: kcghost, Dragofer, snatcher. Availability: All missions. Description: Display some stats (Suspicions / Searches / Sightings) and the Stealth Score during a mission. Bring up the "Loot" inventory icon and press "Use" or just press F3 repeatedly if using Auto Commands. ~ STEALTH ALERT Credits: snatcher. Availability: All missions. Description: Completing a mission without being seen is something that can be done with some practice and patience. This mod will play an alerting chime whenever you are seen so that you don't have to monitor the Stealth stats all the time. ~ BLINKING ITEMS Credits: snatcher. Availability: All missions. Requisites: Console command r_newFrob must be 0, which is the game default. Description: Items within frob distance that go into the inventory (plus static readables) emit a subtle blink. This pulse can help you identify some valuable items that otherwise are difficult to detect. Topic: New Frob Shader ~ SMART OBJECTS Credits: snatcher, Dragofer. Availability: All missions. Description: Sometimes it is difficult to tell if an object is being held or not. Three dots will be displayed on screen whenever you grab an object, unless the object has name, in which case the name of the object will be displayed. In addition, objects (except AI entities) do not make or propagate sounds on impact while being manipulated. Topics: No impact sounds while holding an object / Nameless objects... a missed opportunity ~ SHADOWMARK TOOL Credits: snatcher, Obsttorte. Availability: All missions. Description: Our protagonist's lucky deck! When the item is selected the player can drop and throw playing cards to mark a location. Cards can be retrieved. AI will not normally mind a single card lying around but cards can sometimes be noticed. Topic: Find more details in this post ~ ALT FOOTSTEPS ON WATER Credits: SeriousToni. Availability: All missions except Hazard Pay, Noble Affairs, Shadows of Northdale ACT I and ACT II, Snowed Inn, Volta 2: Cauldron and a handful of lesser missions. Description: Alternative sounds of footsteps on water for our protagonist (walk / run / land). Topic: New Footstep sounds ~ OTHER ADDITIONS Re-worked Inventory menu (more compact). Semi-transparent backgrounds for the in-game Inventory Grid and Objectives screen. Alternative high mantle sound for our protagonist. Revamped and extended "Mission Complete" audio theme. -:- MOD: SKILL UPGRADE -:- A new "Skills" category is added to the inventory on mission load and the category includes the below abilities: Did you know? When using Auto Commands you can press F1 to access the "Skills" category and F4 to quickly access "Penumbra"... ~ SKILL: OBSERVATION Credits: Dragofer, snatcher, wesp5 Availability: All missions. Description: When the "Peek Door" item is selected the player can peek through any regular door. Select the item in the inventory and "Use" it on a door. Topic: Peek through (almost) every door ~ SKILL: MANIPULATION Credits: Dragofer, wesp5, Obsttorte, snatcher. Availability: All missions. Description: When the "Blow / Ignite" item is selected the player can blow out and light up candles and oil lamps. Select the item in the inventory and "Use" it on small flame sources. Topic: Extinguish small lights with a blow ~ SKILL: COMBINATION Credits: OrbWeaver, MirceaKitsune, datiswous, wesp5, snatcher. Availability: All missions. Description: When the "Alchemy" item is selected the player can alter the properties of broadhead arrows by applying different reagents. Select the item in the inventory and "Use" it repeatedly to cycle through the different arrow types. Topic: Alchemy to alter arrow properties? Arrow types: Shadow arrow compound or "Darkdust": Widely believed to be a myth, little to nothing is known about anti-light matter. Where did our protagonist get his formula from? When this substance is subject to strain the particles implode and the residual component absorbs light until it dissipates completely. Flare arrow compound or "Starlight": A recipe based on luminescent mushrooms and other exotic herbs. The resulting powder produces, for limited time, a dim but steady blue-ish glow when mixed with the right reactive. A high concentration of the active mixture can cause a burning sensation to the eyes. ~ SKILL: DISTRACTION Credits: snatcher. Availability: All missions. Description: When the "Whistle" item is selected the player can whistle and draw the attention of nearby AI. The more you whistle, the more attention it draws. Select the item in the inventory and just "Use" it. Keep a safe distance. ~ SKILL: ALTERATION Credits: VanishedOne (speed potion), kingsal (invisibility potion), snatcher (alchemy). Availability: All missions. Description: When the "Penumbra" item is selected the player can avoid light sources and run faster than usual for limited time. Health consumed will gradually be restored. Penumbra doesn't muffle the noise you make and it doesn't work when in contact with water. Press F4 to quickly access this ability if using Auto Commands. THE PATH TO UMBRA: How to become one with the shadows -:- MOD: CLASSIC BLACKJACK -:- Credits: Obsttorte, snatcher. Availability: All missions except A House of Locked Secrets and By Any Other Name. Description: A straightforward approach to blackjacking with new rules and mechanics inspired by the original Thief games. Never miss a KO again! - No indicator required. "Classic Blackjack" rules: Some AI are KO-immune and cannot be KOed: * Undead, creatures... * Guards wearing heavy helmets (to respect TDM vision) * Other: set by mission authors for the plot, in example The rest of AI can be KOed, just aim for the head: * Civilians: Can always be knocked out from any direction * Combatants: Can always be knocked out (including when fleeing) from any direction except when in high alert state (normally in combat mode) As reference, you can find in the Wiki the set of rules of the non-modded TDM: https://wiki.thedarkmod.com/index.php?title=The_Dark_Mod_Gameplay#Blackjacking -:- MOD: FLASH GRENADE -:- Credits: snatcher, kingsal. Availability: All missions except Hazard Pay and Moongate Ruckus. Description: Flashbombs are clumsy and loud but as effective as ever. Instead of throwing Flashbombs like a cannonball we now toss them. Instead of exploding on impact Flashbombs now have a fuse. The chances of blinding have been greatly increased. -:- MOD: HUNTER BOW -:- Credits: snatcher. Availability: Most missions (a few missions do things differently but you should never notice). Description: Nock and draw arrows at a faster rate. Extended radius of gas arrow effect. Chance to retrieve rope arrows when missing a shot. -:- MOD: SHOCK MINE -:- Credits: wesp5, snatcher. Availability: All missions. Description: This mod replaces the Flashmines with customized, "High Voltage" electric mines. Remember: mines can be disarmed with the lockpicks! -:- MOD: SIMPLE SUBTITLES -:- Credits: Geep, stgatilov, snatcher. Availability: All missions. Description: A minimalist, imperfect approach to subtitles (you can set the scope of the subs in the audio settings). Topics: Subtitles - Possibilities Beyond 2.11 / English Subtitles for AI Barks Go to the audio settings and set the scope you prefer: Story: Story only On: Story and general speech (Give it a try!) Off: Disable subtitles Features of the mod: Background replaced with a font outline. Audio source widget replaced with a text transparency based on distance (volume) to the source. Yellow font color for story subs for best contrast, light grey font color for anything else. Non-story subs limited to a single instance, so that players aren't bothered too much with non-relevant subs (barks). --------------------------------------------------------------------------- DOWNLOADS / INSTALL / UNINSTALL So, how do I install and play with all this? Quite easy, but pay attention. I don't want you to break your game so we will be using a "Mod Enabler". A Mod Enabler allows you to enable and disable mods at will, with a few clicks. Before moving forward you must know a couple of things: The moment you enable a mod, previous saves will not work. If you want to load previous saves then you will have to disable the mod. If you play a mission with mods, the saves will only work when that exact set of mods are enabled. This above is important in case you deem your current saves precious. Consider yourself informed. DOWNLOADS You can download the TDM Modpack from Mod DB: INSTALL INSTRUCTIONS Download the zip, unzip it, and move contents to your TDM root folder: Folder "MODS" File "JSGME.exe" Go to your TDM root folder and double click on JSGME.exe (yellow icon). The first time you launch JSGME, it will ask for the "Mods Folder Name". Leave "MODS" and click OK. Now to your left you will find a list of mods available. To your right you will find a list of mods currently enabled. To enable a mod, select a mod on the left, and click on the arrow pointing to the right. To disable a mod, select a mod on the right, and click on the arrow pointing to the left. Go and enable the mods you want: UNINSTALL INSTRUCTIONS Quit the game (to unblock files) Go to your TDM root folder and double click on JSGME.ese (yellow icon) Disable all mods found on the right Close JSGME Delete the following: Folder "MODS" File "JSGME.exe" File "JSGME.ini" --------------------------------------------------------------------------- I hope you enjoy the mods. No coin? then leave a like for pirate's sake!
  13. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

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

    3. AluminumHaste

      AluminumHaste

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

    4. Nort

      Nort

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

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

  14. No issues whatsoever, runs great, easy setup. There's nothing like lounging around the couch being able to play my favorite FM's. Image was captured at work.
  15. Have you guys ever noticed this English gentleman? https://piped.kavin.rocks/channel/UCSqIEwL7Olwd_krFWhEsTIg He has done plenty of Dark Mod mission playthroughs. I checked several of his walkthroughs the past few weeks and I have the impression he is playing the missions thoroughly and very, very slowly - to clarify: he's playing TLC from my HH series right now and towards the end the session already has 10 (!) videos of 40-60 (!!) minutes each....but then again I recall that before beta I myself estimated a playing time of five to seven hours, so... Anyway, he also played my favorite DM mission The Accountant 2 sometime ago - I will definitely watch all related videos in the next days as I have the feeling that it will be quite interesting because of the level design. So if you're looking for playthroughs where the player really sneaks through the mission and suspects the end (or something even worse) behind every wall, then you've come to the right place.
  16. Here's some captures from DR cam view. Too bad I can't omit the light diamonds but hey. Really looking forward to actually getting all this stuff into the engine with full normalmapped materials, particles and env-FX, and proper shadow-casting lights, etc. and coming back with some lovely 4K shots. For now, these are some low-res shots straight from DarkRadiant cam-view, using only the diffuse textures:-
  17. Is there documentation about creating 3D model for TDM especially for animated characters? thanks
  18. Is there a place where I can get a copy of the original, high-quality render (JPEG, PNG, etc.) of The Dark Mod logo? (the clock without text) The closest I've found is at https://wiki.thedarkmod.com/index.php?title=Concept_Art_and_Fan_Art_Archive ("Loader screen concept")
  19. Hello folks, I wanted to share some work in progress comps for the main menu visual updates. (these were done a while ago) These are working in game, but are still just examples. I haven't looked into any of the more complicated menus (settings, mission downloader, slide show mission briefings, ect) Right now I am not planning on changing the UX, these are purely visual updates. EDIT: In-game menus have a requirement that we use the same text color. (so we dont break custom guis in-game) I'll post some mock ups of those soon. Let me know what you think! Using custom missions screenshot (curtesy of @Spooks) Btw this NOT volta 3 (i wish), its just a comp Using the default background art: Mock up of the store (needs some work to make more legible):
  20. Hi all! First of all, since the "News and Announcements" section is read only, let me congratulate all Dark Mod team for keeping improving this amazing game. You are all incredible and, if i may, a little bit crazy to ster on Id Tech 4 c++ code. Now for the question. It looks like TDM Updater is still not picking the new version. Looking a little bit closer, i think the mirror list seems not to be working (any of them), because the tdm_version_info.txt content does not have the package data (versions, crc, file size) but instead have 404 not found messages. I tried changing the mirror priority and all of them seem to return the same. So my question is, you are aware of the problem? If so, do you have any estimation of when will we able to update the game. Thank you in advance. EDIT: nevermind... tdm_update.exe is deprecated. We should use the new installer.
  21. Moddb article for 2.10 is up: https://www.moddb.com/mods/the-dark-mod/news/the-darkmod-210-is-here

    I will be extending it with more details soon!

    1. Show previous comments  5 more
    2. Wellingtoncrab

      Wellingtoncrab

      Ah I see, apologies - it read at first like a continuation from the VL section as that was the last header - I thought each image was intended to show off a VL example from each contest mission. Apologies for the nitpicking.

    3. nbohr1more

      nbohr1more

      No it's all good. Glad to make things a little more accurate :)

    4. Jedi_Wannabe

      Jedi_Wannabe

      Yes, fireplaces and a FEW windows. Sorry I’m late to the game, seems you got it sorted. But yeah, I wanted more windows to have volumetric lights, but decided not to on those long hallways for performance reasons. That’s always a fine line. 
      Anyway thanks for the article!

  22. We are proud to announce the release of The Dark Mod 2.10! The Dark Mod 2.10 comes with considerable improvements to loading times as well as a slew of new visual and gameplay features for mappers to experiment with, such as volumetric lighting ("god rays") and more advanced security cameras! Many of these new features are prominently on display in the six new missions released for the 2.10 Connections Contest that are now officially available in the mission downloader! A full changelog can be viewed here, but some highlights include: PLAYERS Loading Times Considerable effort has gone into streamlining how textures are loaded, making more effective use of multiple CPU cores, and removing artificial delays. This even includes new handwritten algorithms for normalmap compression and mipmap generation so that TDM no longer relies on graphics card drivers. Performance Improvements As part of ongoing performance improvements, soft stencil shadows with anti-alising will be faster to render. Object Handling Afraid to grab a candle near a sleeping guard? Handling objects will now produce less noise, or none at all if holding down the "creep" button. You can also now control how far an item is thrown based on how long you hold down the "throw" button. Lastly, dragging unconscious bodies should feel better now (even if rats did their best to spoil the fun a little). Main Menu Interactions Tooltips have been added for many of the items found in the settings menu: a long-awaited feature! We've also reorganized the procedure for switching between missions to make it more intuitive for newcomers. Window / Input Changes The Linux build now relies on the GLFW library to create windows and handle the keyboard & mouse (thread), eliminating many of the issues with OS integration on Linux. On the Windows side, some minor changes were made to fullscreen/borderless modes. MAPPERS Entity limit is no more! What was once the bane of TDM's most ambitious mappers, the entity limit has now been raised eight-fold to 65,536. No longer will mappers need to spend long hours merging entities. Compilation Times To complement the faster loading times, compilation times have been brought down too. Optimizations were made all over the dmap code, adding new algorithms and data structures to improve both speed and precision. Advanced Security Cameras Security cameras have been reworked from the ground up with the aim of bringing them to the same level of polish as TDM's AIs, both in stealth gameplay and customizability. Most importantly, security cameras in new FMs will track the player or AIs and react to bodies. Wiki Volumetric Lights ("God Rays") Unlike adding fake translucent geometry around lights, volumetric lights automatically match their source light, including light volume geometry, projection & falloff textures, and even shadows. Note that shadowcasting currently only works in "shadow maps" mode. Wiki Xray Screens Xrays are a Doom 3 feature that has been reintroduced to TDM and developed further. The screens are able to change the appearance of entities seen through them, even making them appear or disappear if desired. Look out for them in future Inventor's Guild or magical-themed FMs. Wiki Subtitles Subtitles can now be assigned to sound files and have been added to the pre-bundled mission "Tears of St. Lucia". Note that we did not consider localization of subtitles yet. Wiki Tracking Secrets Secrets are now easy to designate, with no custom scripts required. They'll also be shown on the mission statistics screen at the end of the mission if the FM uses the new system. Wiki Main Menu GUI Customisation Mappers can change much of the main menu from a single purpose-built "customisation" .gui file instead of having to replace core files. You can find more details in guis/mainmenu_custom_defs.gui inside tdm_gui01.pk4. Since several missions had to be updated to this new system, their customisations will no longer work in 2.09 or earlier versions. Location Diagnostics During dmap Location overlaps should now be much easier to find and fix thanks to new console output and pointfiles created during compilation. Image Formats As a compact alternative to TGA for uncompressed images, PNG images can now be used in materials. Note that loading PNG images may be slower than TGA. DDS images can now be used in image programs, although doing so is discouraged because of the additional quality loss due to compression. New Script Events The mapper's scripting repertoire has been expanded by new script events for dealing with vectors and bounds, setting solidity, detecting surface type via trace, and reading more properties about entities and the player, such as "notarget" or the calibrated light gem value. ASSETS Fancy Wooden Furniture A whole new suite of fancy wooden furniture pieces including prefabs has been contributed by Wellingtoncrab. They can be viewed in the release thread. Automaton AI The semi-robotic AIs from Sotha's Ulysses mission have been added to the core mod, together with new prefabs for cosmetic recharging stations to include in patrol routes as well as a camera screen showing what the automaton sees. PROGRAMMING Tracy Profiling TDM's rudimentary GL profiling has been replaced with the Tracy profiler, which has its own cool viewer. It has already greatly helped the TDM development team in their optimization efforts. Mission Database The mission database has been moved to an SVN repository which automatically synchronizes all mirrors and makes backup copies of old versions of missions. More Technical Stuff A generic hash table has been added. "Clear" in the idlib method now works as most programmers expect and unit test integration has been improved. To update, simply run the tdm_installer.exe file in your darkmod folder. Note that tdm_update.exe is no longer supported, but you can download the new installer from the Downloads page if you don't have it yet. Please be aware that old saved games will not be compatible with 2.10, so finish any missions you might be in the middle of first!
  23. Hi. The OpenTouchGaming team, which I represent, would like to know the developers' opinion about the TDM port on android devices. How will they react to the fact that their game will be transferred to portable devices? Would they mind? In what form would they like to see their project; an APK that downloads everything need by itself? Or Just an APK with an engine?(the user himself must upload the necessary data to his device) I'm not a developer, but I know he can port a lot of games to android. Ports of Doom and Quake are already available, as well as ports of games on the Build engine. We also know about rendering, it will not be as easy to do it as with Doom 3, and it will require more resources in hardware. We believe that someday "darkness will cover the staffers with its veil" and on the mobile platform. This is not an announcement of a finished project, but just the beginning of development, if there is something to show in future, I will definitely post it here. Thanks and see in the shadows.
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