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  1. Yeah it would be cool to see some more detailed statistics and it’s a shame they aren’t really captured. Since we are talking about fan mission platforms, where players also make the content for the game, I feel like the best thing we’ve got is you can look at the number of content releases for the games. Keep in mind the graph counts campaigns as single missions - so for example NHAT and TBP both count as 1 mission. A good year for TDM has has approaching maybe 50% - mostly we’re 25-30%. https://www.ttlg.com/forums/showthread.php?t=152494 You could also look at the number of ratings thief missions get on https://www.thiefguild.com/ vs TDM ones, but that is pretty iffy in that you could chalk that up to more awareness of the site in the thief community than TDM Out of curiosity is there a reason a thief player can’t be a new player? I kind of think a player is a player and new players would be ones who are playing the dark mod who weren't? Is there disagreement the base of players most likely to pick up the game are fans of the thief games? They are certainly the most fruitful place to find feedback on the game beyond the sphere of this forum that I have seen. When we were trying to finish up SLL there was a lot of discussion on the forums about how long it had been since there was a release for the game. I am thankful that the stats show at least some stability over the years in terms of releases for TDM, but the trend for all of the games is decline. Not doing anything is a valid response if that’s what the devs want to do - it is not possible to provide evidence that any effort will slow that inertia. As a player and content maker I would just prefer trying to find feedback where it is offered from players who were willing to try the game but ultimately could not engage with it and see if there is anything that can be done within reason to ease them into the game. The game has a lot to offer imo. All those players are potential contributors - contributions in turn attract players - it’d be nice to see the cycle go on as long as it can.
  2. Our friend Skacky ( and his team "Feuillade Industries" ) has released a full sized Thief expansion \ campaign "The Black Parade": https://www.moddb.com/mods/thief-the-black-parade t is finally here! After 7-ish years of development, The Black Parade is finally released. So, what awaits you in this campaign? - 10 huge, open-ended and meticulously crafted missions with varied themes packed with content. - A brand new protagonist thrown into a dark, intricately woven story of crime and conspiracies. - 4 new tools happily supplied by the undermarket, at a price. - Many tweaks to the AI to make the game a bit more challenging but still fair. - A brand new "banter" system where AIs greet each other during their rounds and nightly life. - 28 voiced characters totaling roughly 1,800 new lines of dialogue. - 30 minutes of gorgeous hand-drawn briefings and cutscenes. - Brand new AI motions making the denizens of The City look more alive. - Full English subtitles. In The Black Parade you play the character of Hume, a hardened criminal who was sent into exile as a punishment for his crimes. The year is 833, you are now back in The City, a sprawling metropolis of soot-caked brick, greasy fumes and noisy machinery, with many a sinister conspiracy whispered behind closed doors. Lost and without a penny to your name, you are back to your life of thievery and must find your old associate Dahlquist. Shadows and silence are your allies. Light is your enemy. Stealth and cunning are your tools. And the riches of others are yours for the taking. The Black Parade aims at being a love letter to Thief: The Dark Project, and we hope we succeeded! It is recommended to have played through Thief: The Dark Project and/or Thief 2: The Metal Age at least once beforehand, since these missions are overall tougher than the base game. The Black Parade also comes with a few tweaks to the classic Thief gameplay formula: - Hume is not a Keeper and thus never received Garrett’s training: AIs will now notice you if they bump into you or vice versa, sometimes even in a perfect shadow. Be careful! - Hume can move banners aside instead of having to slash them. - Hume has additional footstep sounds for chains and pipes; these are metal sounds that aren’t as noisy as regular metal (about as noisy as stone/wood). - Water arrows can now be used to expand moss patches. - Servants will re-light extinguished torches on higher difficulty levels. - Servants may clean moss on the floor if they notice it on higher difficulty levels. - Zombies now smash wooden doors open instead of simply opening them. - Electric lanterns carried by guards can be turned off. - A few guards in the campaign are outfitted with heavy armor and helms so they cannot be knocked out using the Blackjack. - Hume can pick up small creature corpses such as spiders or sweels. DOWNLOAD (912 MB) MIRROR 1 MIRROR 2 Here is a very handy guide by nicked on how to set up Thief Gold for Fan Missions. !!!IMPORTANT NOTES!!! The Black Parade requires NewDark 1.26 or above! Make sure you use the latest version of TFix/TFix Lite before playing! The Black Parade should be launched with FMSel, NewDarkLoader or AngelLoader. It is not recommended to launch this campaign with DarkLoader or GarrettLoader. Note that mods such as Thief Gold HD Mod, NecroAge or Enhancement Pack are not compatible with this campaign. Remember that this is a campaign for THIEF GOLD, not Thief 2! Known issues: - Due to the complexity of the missions, there can be cases where some NPCs might get stuck walking against walls. There is unfortunately not much that can be done about this. Happy 25th anniversary to Thief: The Dark Project, and have fun taffers!
  3. "...to a robber whose soul is in his profession, there is a lure about a very old and feeble man who pays for his few necessities with Spanish gold." Good day, TDM community! I'm Ansome, a long-time forums lurker, and I'm here to recruit beta testers for my first FM: "The Terrible Old Man", based on H.P. Lovecraft's short story of the same name. This is a short (30-45 minute), story-driven FM with plenty of readables and a gloomy atmosphere. Do keep in mind that this is a more linear FM than you may be used to as it was deemed necessary for the purposes of the story's pacing. Regardless, the player does still have a degree of freedom in tackling challenges in the latter half of the FM. If this sounds interesting to you, please head over to the beta testing thread I will be posting shortly. Thank you!
  4. We are proud to announce the release of: The Dark Mod 2.11 ! The Dark Mod 2.11 is primarily a bug-fix release. The majority of development time was dedicated to fixing or improving long-standing bugs or problem areas with the project rather than focusing on new features. That said, some of the improvements that were introduced to address these issues could very well be classified as new features in terms of the amount of changes required to bring them to life. A full changelog can be viewed here, but some highlights include: Major gameplay improvements! For players, Stealth Score and AI alert behavior has been improved to better detect tactile contact with AI and proximity. An older TDM release introduced a grace period feature that was overly broad and made some AI ignore players that were right in front of them. This has been substantially improved so stealth scoring and AI reactions should be a lot more consistent and logical. Players will also have a new Blackjack experience with better cues about whether a blackjack attack will succeed and improvements to the way that the blackjack attack is executed. Players can more smoothly transition from climbing as the player is now permitted to be crouched during the climb. There is a new multi-loot feature which allows you to pickup multiple loot pieces by holding down the frob button! Performance Improvements! The new volumetric light feature has been improved via a new blur phase. This means that you no longer need to increase the samples to reduce or remove banding and performance should be substantially improved. Before 2.10 ( dithering and low sample count): After 2.11 ( blurred and higher default sample count ) : Soft Shadows now utilize scissors and tile-based evaluation in stencil mode so that Anti-Aliasing no longer need be applied to the entire shadow buffer. Shadow Maps have improved mipmap, LOD and texel utilization. There should be fewer artifacts and better performance. Large models are now evaluated via a BVH structure so that they can be split for lighting and culling optimizations. AI think cycles have been optimized and perform less work per-frame. GLSL programs have been rewritten to have better performance on AMD graphic cards. Included mission improvements! Mission 1: A New Job now features subtitles! Mission 2: Tears of Saint Lucia has been improved with EFX reverb and a few bug fixes! Asset fixes and additions! Dragofer has fixed hundreds of assets that were missing setup definitions or other components that would cause the console to flood with errors on TDM launch or on the launch of missions. In addition, he has added hundreds of new and old assets from both TDM team members and members of the TDM community. Improvements for Mappers! The Engine now supports Obj model format Material Shaders no longer require you to add frob stages. Frob is now auto-generated. You can still add custom frob effects to materials if preferred Missions can now include decls that override those in the core TDM without using an override file to replace the entire core file. GUI scripting has been overhauled with better syntax and error reporting Dmap precision has been increased and Dmap T-junction performance has been optimized Please see our Moddb article for the full developer blog entry: https://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-211-is-here 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 2.11, so finish any missions you might be in the middle of first!
  5. In principle I like the idea of community campaign building. But the official campaign itself never really captured my imagination, not to mention it'd be hard for people to have an idea of where it's going, much less making it cohere. I scripted a Dark Mod campaign meant to introduce the districts, factions, and lore that does capture my imagination. But I'm not in any real position to ask people to build for it, and also there's still the problem that people may have different visions for it that may not cohere well. As for the "connecting mission", that might be interesting... But I'd reframe it a little, not that it has to be connecting per se, but you know, a hero or even another character from some FM in an adjacent setting alongside (or before or after) an existing FM, kind of like what Rozencranz and Guildenstern did for Hamlet, if you know about that. I think it's better to have it more open ended how an author wants to build off an existing FM than only connecting two FMs per se. That might be a really interesting theme to see play out.
  6. I expanded voting to threads over at the Thief and Dark Mod communities over at reddit ( we might get approx 10 more folks if I'm optimistic ) asw3333 voted for 3) Horror Molda_Fr voted for 1) free-for-all JazzManJ52 voted for 2) T1 style Meddlloide1337 voted for 2) T1 style Ok_Yogurtcloset4018 voted for 1) free-for-all
  7. For an as-yet unknown reason, this commit seems to break XML parsing on Linux: #6439: Use xmlReadFile instead of xmlParseFile which has been deprecated and removed. Privatise Document() constructor accepting an xmlDocPtr. As far as I can see, the commit is entirely correct. xmlParseFile is indeed deprecated, and the new usage of xmlReadFile matches what the libxml2 examples are suggesting. But the result is that although the xmlDoc* returned from the function is not NULL, nothing XML-related works, the entire registry system returns only empty values, and almost all of the tests are broken (because the main radiant core cannot be initialised without any registry values available). Changing back to xmlParseFile makes the problem go away but is an unsatisfactory solution because it specifically reintroduces a deprecated function call. I am not sure whether this is a bug in the specific version of libxml2 on my Ubuntu system, or something incorrect about how we are calling xmlReadFile (i.e. perhaps it requires an encoding or a particular non-default option to correctly process our XML files). Unfortunately like many of the core GNOME C libraries, the documentation is bare-bones and explains almost nothing (like what any of the parsing options actually mean), and I cannot see an obvious way to ask libxml2 to return meaningful errors, or to query exactly what might be wrong with a constructed xmlDoc* object. It makes me wonder if it would be better in the long term to ditch the reliance on libxml2 and instead use one of the light-weight C++ XML parsing libraries like RapidXml or pugixml instead. Not exactly a trivial change but might not be too cumbersome since the existing XML code is wrapped in our own xmlutil classes and not generally used directly by the rest of the codebase.
  8. A couple more: https://forums.thedarkmod.com/index.php?/topic/21739-resolved-allow-mantling-while-carrying-a-body/ https://forums.thedarkmod.com/index.php?/topic/22211-feature-proposal-new-lean-for-tdm-212/ https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/ https://forums.thedarkmod.com/index.php?/topic/22249-212-auto-search-bodies/
  9. Is there a reason why you post with white background and black letters? Because it is really hard on the eyes with a dark setting!
  10. Thanks. If you press X to activate the clipper tool and cut a brush, can you confirm that breaks even this solution until Radiant is restarted?
  11. For some reason, DR (v2.14.0 on Windows 10) now crashes on startup for me. I don't even get as far as being able to open up my .map file. Things I've tried: uninstalling/reinstalling installing an older version (2.13.0) - this crashes as well. installing to a different location I'm a bit stumped - it was working totally fine up until a couple of hours ago. Could someone please help - my holidays have just started and I planned to do a lot of work on my map over the next couple of weeks I've uploaded a crash dump here: https://drive.protonmail.com/urls/E48HXR3P5M#QRHycXMjP8cG NOTE: The other day I created a bug report for a crash while using the source control feature, but this (I think) unrelated as like I mentioned I don't even get to open the map file. I'm happy to open a bug report, but as it seems very strange I think it would be impossible to reproduce for anyone so will hold off for now unless someone tells me otherwise. UPDATE: I think I've got it working again. I had to get DR into a state where I could edit the preferences (basically by deleting everything in '\AppData\Roaming\DarkRadiant'), and turning off 'Enable Auto-Fetch' seemed to do the trick. So I guess it was something to do with the version control. After playing around a bit, it looks like it is because I had changed the visibility of my Github project to 'private' a few minutes before it crashed for the first time. Turning it back to public makes the problem go away. I think once DR starts and if the current FM path includes a Git repository it will attempt a fetch immediately, hence the startup crash (if the repo is private). I will raise a bug report.
  12. 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!
  13. The Dark Mod 2.11 is out!

    1. Show previous comments  9 more
    2. datiswous

      datiswous

      Hey @nbohr1more Media page on website is borked:

      https://www.thedarkmod.com/media/

      (it looks like the Nextgen gallery plugin doesn't work anymore sitewide)

      Edit: Ah somebody seems to be working on it now. I wonder why a description list is used though..

      Having a lightbox + slideshow plugin would be a good idea.

       

      Maybe it's also good to upload some more (recent) screenshots and/or other media? We could make some sort of competition and the highest ratest screenshots will be placed on the media page? This could also influx some more TDM play (of 2.11).

    3. snatcher

      snatcher

      Congratulations!

      (I find it odd that there isn't an open topic to congratulate the Team for the release).

    4. SeriousToni

      SeriousToni

      Congrats - gonna test it out ASAP. Thanks a lot for your hard and constant work. It is great to see the game evolving further!

  14. 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.

  15. http://k.min.us/jCfGA.jpg "At night, they say, the Builders' hand comes loose from his mighty hammer and creatures wander out from their hiding places while he slumbers. But tis this night, above all others that unholy vapours cloak the land with gloomy curtains and night creatures dance and sing in the twilight. I can't say I'm looking forward to my endeavors this night.... I've been given a job by a Priest to retrieve two holy artifacts from an abandoned cloister in Eldin woods north of the city, simple job I thought, but the priest failed to mention the placed was haunted." Build Time: - version 1.0 was about 5 weeks, but we are now upto version 3.11. Thanks: Respect to the Dark Mod team for putting up with all my questions and knocking up the various updates in short order!. Special thanks to Flanders and Springheel for their models and my testers for helping me squash all the bugs etc. Testers: Flanders, Jaxa, nbohr1more, Aluminumhaste, Baal,l Oldjim, Cookie, Obsttorte, lux, Mat99, AluminumHaste, thebigh Readables: Darkangel/Flanders/b1k3rdude with special thanks to Flanders for his original story.. Resource: Flanders/Springheel - art direction and models. Misc: This is a homage to the original Thief2 mission from 2001 (The Cathedral of the Damned) Download: - The latest version is now available via the in-game downloader. Info: This version has been heavily updated from the original, this came about as a result of need to be compatible with TDM 2.10+ Repeat after me, "Read and explore, Read and explore" The mission is fully l10n ready. (thanks Tels) The mission now has EFX Reverb The mission now has Volumetric Light effects The mission now uses LOD settings for different detail levels There is now a script event related to the "Curse" A few new surprises... Known issues: This mission will have less than optimal fps at a few points on the map, but most of my testers with lowish end rigs (P4/HD4650) are getting 30fps+ at the worst spots) For very low end PCs I recommend the following settings: V-sync is off, AA is off, Aniso is 4x or lower, advanced settings are simple/default & Post processing of disabled and as a last resort the command line arg ' r_skipFogLights 1 ' (turns off the fog)
  16. 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.

  17. this was a nice little mission, though just long and twisty enough to create a sense of dread! next Dark Mod update needs I fully expected the bottles to become important later, and they did. The layout was a bit tubular, especially coming back - having some new pathways open up and others close at the big trigger would have been interesting. I didn't try to get onto that first balcony because I figured I would reach it later. Well, I did but I did find it a little strange that the moon was low on one side of the house, but there was such strong light coming in windows from both sides even on the lower floor. It added atmosphere, but I kept wondering where it was coming from (since the surround area has been built up, and probably overshadows the house).
  18. Hello everyone, Firstly, and at the risk of seeming dishonnest for starting this with compliments considering what I'm gonna ask in this topic, I'd like to congratulate every one involved in creating "The Painter's Wife": all of you did an incredible work, at Thief 2 "Life of the Party"'s level of quality and even better yet in that there are a few occurences where the ambiance varies, with different "tones" evoking different feelings in one same big mission -that specter was chilling, especially its disturbing "voice(s)", congrats to everyone involved in its creation ! I haven't had the possibility to try other missions yet, since according to what I've read a SSD must always have ~20% of its capacity left free for and my SSD is at 40Go left before going full, but of the couple of "one-shot missions" I've tried for the moment, The Painter's Wife stands out, with Sir Taffsalot's Sword being a great hommage to the member of your forum that made this sad decision. Now, the heart of the matter. I'm 39, handicapped and almost unemployable due to both my handicap and my professional life at this point, too weird for the local anal-retentive standards on a job resume. That's why I decided to create a video game. No less... but since I'm very roughly "the Richard Halliwell / Sheldon Pacotti-kind of guy", having been creating homemade tabletop wargame & RPG rules as well as fictional universes since the last 20 years, and being aware of what can and cannot be done after modding various games until now, I know I can make it. I have my back against the wall anyway, so it's almost not like if I have a choice After months of hard thinking and spent reading all the documentation I could find about the Id Tech 4 engine, I think that using Dark Radiant as an engine is the way to go for me: I'm in favor of free software in the GNU sense of the word, I want my game to also be a modding platform where everything needed to create a FPS-RPG is already built-up by making all my RPG game design systems usable freely by anyone by releasing all of that intellectual property, fictional universe of the game included, under a Creative Commons license, as a way of sticking the finger to what the video game industry has become -DLCs and all these scams like disc-locked content that'd be made illegal in 5 seconds if it concerned any other industries, I scream your name with reeee-ing rage. So here's the question I'd like to ask to the ones here that have built Dark Radiant / The Dark Mod: would you allow me to use it as a base on which to build my game ? (bolding and italics just to make the question stand out from that wall of text) Knowing that of course, my game will be sold: the price I'll be asking is for the whole universe and game systems I've created, I'm not aiming to "make money on your efforts" of course. If my understanding is correct, Dark Radiant is a fork of the Id Tech 4 and includes enhancements not present in the original basic Id Tech 4, so using TDM / Dark Radiant as a base will allow me to save a precious time during the development instead of re-beginning a new engine from scratch, that's why I'm asking. In exchange, everything I plan to add to "my fork" of the Dark Radiant Engine will be freely available for everyone and thus re-usable for The Dark Mod, which means including not just my game design sub-systems for gunfights, for stealth, for dialogue simulation etc but also everything that I plan to implement, such as for instance procedurally generated faces for npcs like Far Cry 2 did, as well as all the 3D models I'd have commissioned during development, etc. But only, of course, after the release of the game. I may also contract various people here for work I can't afford to take the time to learn on my own, by the way: programming, 3D models, and animations, mostly. Who is interested ? Hoping this topic will receive quick replies 'cause the clock is kinda ticking for me these days professionally-wise, I wish to anyone having read until this point to have a nice day, and if you've spotted grammatical mistakes in what I wrote, please let me know, English is not my maternal language so even if I write fluently I'm not beyond progressing yet -actually as long as I won't pass as a native I won't be satisfied
  19. 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!
  20. EDIT - You can find a working external script with instructions in this post ---------------------------------------------------------------- Hi! First post in this forum. Greetings to all. I am a long time fan of T1 & T2 and I recently stumbled upon The Dark Mod while looking for some T2 Fan Missions and I immediately fell in love with it. Here goes a heartfelt thanks to the developers for having created this masterpiece and my recognition and appreciation to the TDM content creators and artists. Thanks. Back on topic. A couple of weeks ago I started playing Splinter Cell Chaos Theory. The game makes use of the mouse wheel to increase and decrease the speed of the character and while it took a couple of missions to get used to it, it felt natural from that point on. So much so that after beating the game and launching TDM again my first thought was: this game mechanic should be a must in the stealth genre. You can see it in action in the first minute of this video: I understand chances are this new mechanic cannot be implemented in TDM right away: we are currently limited by the 3 existing speeds / levels of sound (correct me if I am wrong) but regardless, if the development Team would allow us to use the mouse wheel to switch between creep, walk & run it would be a step forward in the right direction, in my humble opinion. Cheers!
  21. I haven't played the mission yet, so, I can't comment on it. Regarding the criticism: I think it should also be allowed to note some things you saw as points of criticism. Actually, IMO, negative criticism is better than positive, because it points out what you maybe didn't think through thoroughly, or you simply didn't see when you created the mission on your own. I'm aware that there is a lot of work involved, and people do it in their spare time for their own or other people's pleasure. But, that really shouldn't be a reason to praise everything to the skies. Actually, I've seen my fair share of average missions which have been totally overrated. Again, that shouldn't knock anynone's work, and, I have no idea how this mission is. Just wanted to point out that noting negative things shouldn't be taken as discouraging, but rather the opposite. I've seen some mission authors for Dark Mod going from average to absolutely fantastic missions, because they learned what it takes to make good missions. It's an art, and obviously takes time to perfect.
  22. After playing various Dark Mod FM’s, I become hooked to the game, like I was with Thief (and its FM’s). So, like I do to all games I love, I tried to find ways to improve it. Since my first contact with DM and after playing T1 and T2 with the fantastic “HD Mod”, it became apparent that graphically, TDM struck me strange. Of course, it is clearly a BIG improvement over T3 and it’s not worse then Thief 2014 -- if you remove all those post processing effects, the textures are actually very bad for today standards – but it could be a little bit better. So I started to change a texture here, a texture there, whenever I found a texture that could be improved. Initially, I made this for my own amusement, while i was playing, but as the changes increased, I started to think I it would only be fair to share it with the community. As a note, I really appreciate the amount of work done by the contributors to TDM. It’s amazing how an open source project of a game whose genre is unfortunately condemned to target a niche player base could attract so many talented people to work together and create what essentially is the Thief 4 we never had. So this is in no way a mean to disrespect the contributors and their work. What changed and how Currently, around 530 files were changed. The changes end up in one of the following categories: NOTE: “texture quality” noted below is subjective and represents only my point of view. Again, It is in no way a mean of disrespect for the original author and its work. The texture is good but is in a low resolution – upscale it using AI image enhancement methods. The texture is poor and low res, with poor AI upscale results – try to replace it using various free PBR or raw Image sources (1) or create my own. If necessary, adjust the image using (colors, saturation, contrast, …) The texture has a good resolution and its not quite good but can be improved – improve using gimp (ex: on textures with bur, use sharpen, noise reduction or/and other features) (2) The texture depicts an horrible stew – change it to a decent and delicious stew, because my Portuguese roots forced me to do it. Additionally, specular and normal maps were added to some textures. (1) Free textures and PBR sites already discussed on this forum (texturehaven.com, 3dtextures.me, cc0textures.com and so on). (2) Finding the right texture is not always easy. I always tried to follow the same “feel” and appearance of the original image, but i confess that this is not always the case. Again, very subjective. New version 2021.01.08 * Around 170Mb of textures processed Some tree barks enhanced Stucco change more enhancements on doors, paint paper, fire places, ground textures, curtains .. and much more Screenshots and Comparisons It’s obviously undoable to show the comparison for all changed textures, so keep in mind that the following screenshots are just a very small example of the whole project. Also, very important, keep in mind that there is so much you can do with screenshots and in game the differences are much more clear than what is shown below. Sir Talbot's Collateral https://imgsli.com/MTI2NDE https://imgsli.com/MTI2MzY https://imgsli.com/MTI2Mzc https://imgsli.com/MTI2Mzg https://imgsli.com/MTI2Mzk https://imgsli.com/MTI2NDA WS3: Cleighmoor https://imgsli.com/MTI1OTE WS1: In the North https://imgsli.com/MTI2MTY https://imgsli.com/MTI2MTc WS2: Home Again https://imgsli.com/MTI2MjM https://imgsli.com/MTI2MjQ https://imgsli.com/MTI2Mjc https://imgsli.com/MTI2Mjg https://imgsli.com/MTI2Mjk https://imgsli.com/MTI2MzE https://imgsli.com/MTI2MzM New (version 2021.01.08) Briarwood Manor https://imgsli.com/MzUwNDY https://imgsli.com/MzUwNDg https://imgsli.com/MzUwNTE https://imgsli.com/MzUwNjc The Builder's Influence https://imgsli.com/MzUxNjM https://imgsli.com/MzUxNjQ No honor among thieves: forest https://imgsli.com/MzU0ODE https://imgsli.com/MzU1NTQ https://imgsli.com/MzU1NTk How to install 1) download the pk4 file from here 2) drop it on your TDM game folder (where all the other pk4 files are) 3) Play! Uninstall Just remove z_TDM_HD.pk4 file from your TDM install folder. Disclaimer If you are a purist, please don’t use this texture mod. Don’t bash it for not being “exactly the same as the original ones but hires”. If you find some texture that is copyrighted, please let me know and i will replace it. Fell free to suggest changes, but please don't make requests. Understand that i am doing this while playing and if i start feeling that i'm working instead, i will probably start to loose my interest. PS: I really don't know if this is the right thread to make this post. Let me know if i need to change it to another thread.
  23. This is a great first mission and a neat adaptation of Lovecraft's short story. I especially loved the start - the streets after dark, the door that slams shut as you approach, and the house's silhouette against the starry sky as you walk up the road. The atmosphere was so thick one could practically cut it! Once inside the house, I kept expecting the inevitable, and my enjoyment of finding loot was matched by my paranoid dread of encountering the terrible old man. The end was not unexpected but definitely well done.
  24. Hello, I get a dark radiant crash every time I try to use Connection > Update entities on every change I do the following steps: 1. Start TDM, load map with console command "map anol" 2. Enter in console "com_automation 1", windows firewall request was accepted the first time (no other firewall is running) 3. Start dark radiant and load corresponding map fms/anol/maps/anol.map 4. Activate "Game position follows dark radiant camera" > camera synchronisation is working 5. Change an entity and use Connection > Update entities now > working without problems 6. Activate Connection > Update entities on every change 7. As soon as any entity is moved, dark radiant crashes by directly closing without giving an error on the desktop When this happens, TDM prints the following in the console: HotReload: SUCCESS ERROR: idTCP::Read: WSAECONNRESET Automation lost connection I'm using TDM 2.09/64 #9108 and Dark radiant 2.11.0 x64 Build date Jan 29 2021 13:59:57 Please help! If you need any more info (logfiles or anything like that) please tell me where to find it.
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