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  1. Happy 15th Anniversary to The Dark Mod! As of October 17th. 2024, 15 years have passed since the TDM 1.0 release! In that time, we evolved to most or all of the features that players were asking for since the concept of TDM was first mooted in the TTLG forums in late 2004. Campaign Support, Soft Shadows, EFX Reverb, Multi-Core Rendering, Uncapped FPS, Ambient Occlusion, Subtitles, are among the roster of perennial requested things that have been brought to life by the development team in addition to the core Thief 1 \ 2 game-play items like the Lightgem, Rope Arrows, Swim-able water, lock-picking and ( of course ) advanced AI enemies. To commemorate this occasion, please join us in celebrating the Release of 5 missions for our 15th Anniversary Contest! . The Imperial Sword Bikerdude was encouraged to reclaim an abandoned version of his older mission and rework it into a new one. Now the formerly lost work is a glorious new experience with scripted dialog, special events, and a decayed imperial cityscape! . The Wizard’s Treasure Thebigh has made yet another bite-sized mission with a focus on quality game-play and challenge. The mission is extra impressive for the scope and visuals achieved since his decision to join the contest was fairly late compared to other entrants. . You Only Fly Thrice DeTeEff has continued his progression of high quality and complex releases. Another relative late comer to the contest, this mission is a tour-de-force of excellent game-play ideas and is quite handsome with excellent volumetric lighting and modular asset usage. . Volta 3: Gemcutter Kingsal has decided to release his long awaited Volta Series sequel to be included in the contest. DO NOT MISS THIS MISSION! . Pinnacle: A Test of Talents UncertainTitle and TwilitWitch decided to risk their first mission release to be included in the contest roster. The use of both modular assets and many custom models give this mission a familiar yet refreshing visual appeal. . Please join the celebration and vote in the forum threads for each respective mission based on their contest criteria ( Game-play, Story, Visuals ). . . The Dark Mod 2.13 “Developer Build” The Dark Mod 2.13 is still a few months away from release but we wanted to highlight the fact that a few more of the long requested changes have been added in the upcoming release! . Parallax Occlusion Mapping! In the above video, you can see a that TDM has finally incorporated the long requested effect. This wont be applied to all textures since there may be some problems with visual anomalies and performance but we are already preparing for a future where lots of textures use this new and more three dimensional surface effect. Better AI sight! While the AI have always been good at seeing the player due to the lightgem ( sometimes “too good” so we had to nerf their sight ), AI have had various challenges seeing things like bodies, missing objects, opened doors, weapons, blood, etc. This is because it is not practical to give all entities \ objects their own lightgem. Instead we have used very simple math to represent lights which don’t match shadow and light textures. In 2.13 a new sampling approach aims to improve this so that AI can better see ( or not see ) items and bodies in a way that better matches the actual lighting in the mission. Mission Search! There is now a search window where you can specify the mission author or title to help you find your preferred mission rather than scrolling through over 170 missions. You can also change how mission titles are rendered with either the original title or the title with prefix words like “A, The” moved to the end. Improved Training Mission! The Training Mission has been upgraded to include a Vine Arrow tutorial, a Slow Match tutorial, EFX Reverb, Volumetric Lights, and some performance optimizations! Translation Packs! Between TDM 1.06 and 2.0 Tels and the translating community started translating many missions but these translations required that the original mission be altered in a way that made it harder for the mission authors to revise. The meant that translation packs were in limbo being hosted by 3rd party sites \ forums along with their orphaned old missions. The translators over at the Darkfate forums came up with an solution by including not only the translation strings in the translation pack but also the altered map files, GUI defs, etc that had translation work done to them. This would leave the original mission untouched but allow translation packs to override some parts. We have gone through the old archive of these translations and have reworked them to work with the latest version of TDM (and the associated missions). Most of the translations are Russian ( due to the continued work of the Darkfate people ) but many of the early TDM missions also have German, Italian, French, etc translations too. Subtitles! Datiswous has been creating story subtitles for many of the existing missions in the TDM mission database. Most authors have incorporated these into their official releases, otherwise players can still add them to the FM folder. . Hidden Hands: Blood and Metal Campaign Just before the 15th anniversary entries were starting to arrive, JackFarmer released an enormous 5 mission campaign that continues his well regarded “Hidden Hands” series!
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  2. Websites prove their identity via certificates, which are valid for a set time period. The certificate for forums.thedarkmod.com expired on 10/18/2024. Error code: SEC_ERROR_EXPIRED_CERTIFICATE
  3. This was a lot of fun! Not easy though. There were very bright lights and high tension areas. All in all, nice 30 min sneaking mission with lots of good stuff and few rough edges here and there. Well done and thank you! I gave: 3/5 for gameplay (minus one star for AI getting stuck in narrow geometry) 4/5 for story (creative and novel story elements!) 4/5 for aesthetics (it was functional, but performance hungry, but plus one for the gorgeous skybox!)
  4. Moody remote winter setting - Check! Really cool snowy mountain skybox that I'm super jealous of - Double Check!! Fun wizard-based gameplay - Triple Check!!! This was a ton of fun to play, and I'm a total sucker for atmospheric wintery FMs like this. Great work!
  5. Oohhhh, the day has come! This old lurker releases another creation of his deranged mind...! What has he in store? Does it involve sunlight and pollen and hayfever? Will it involve strange towers and priests with bad breath? Naah, just some mediocre airship type of mission, aimed at the Anniversary mapping contest! I have a lengthy/humourly rant/lore for some of the building process for anyone interrested, in spoiler tags. According to DarkRadiant I have worked 570 hours on this, and that doesn't take into account all hours of coding and scripting. This feels like an insanely huge amount of mapping time for this small mission but I try not to judge myself. DarkRadiant says 570 so...I say thanks to all calm hours at the night shift at work where I could sit and script and write readables. And I also humbly bow myself to the scripting genuses that are on the forums. A special thanks to my girlfriend who (almost) always lets me talk about my projects. She has also written some of the readables and voiced some recordings in the mission. Thanks to Dragofer, Mirceakitsune and Melchior for much needed scripting help. Thanks to YouTube channels BGM President and Sound Effects where I've borrowed some music and sound effects. Thanks to my betatesters; nbohr1more, Bergante, datiswous, Wesp5, nightmare, Jaxa and Cambridge Spy. And a big thank you to the mod in general for still being alive and supportive! ########################################## MISSION RELATED STUFF ########################################## On an airship, heading for Flowerdale a lot of strange things can happen. As some people guzzle down liquor in the bar, some others skulk around in the shadows. Certain people cannot be trusted and there are even those that kill for a living. Somebody may or may not work for foreign powers. But everyone yearns for those shiny pennies. There are some strange things in the cargo, huge coffers that can hold bodies, alive and dead. This story may unfold in several different ways; Three characters can be chosen; Zacharias the thief, Oliver Mortimer, the assassin or Rupert Peabody, youngling of the Wizlas woodfolk. DOWNLOAD LINK https://drive.google.com/file/d/10w_SJSBAxxVFYTwPjJhIo48fEzvuTo1M/view?usp=sharing
  6. Hello taffers, the people over at TTLG forums have started a speedbuild game jam. 1st Thief Speedbuild Jam It's not a contest, and you have a tentative submission date of Dec 1, to get a mission built for T1-3 or TDM. Looks fun, and I'm going to participate too.
  7. This was a cool mission! High quality work all round: story, dialogue, visuals, geometry, atmosphere, patrols. My only gripe would be these items: So, while the mission was awesome for me in the beginning, I started to grow frustrated because I didn't understand where to go, and had to resort to take peeks from youtube playthrough video to know where to go. That is not good gameplay at all in my books, so therefore I gave only 3 stars. With a map and better description what to do, it would have been solid six-out-of-five, just like everything else in this mission was. Thanks for the mission, overall it deserves its place in the TDM hall of legends!
  8. Taquito

    Free games

    Ship Pack Corsairs is a heavily modded standalone version of an Old Pirate Game engine. I been playing for a while and having fun with it. Gameplay is varied with many different missions and adventures in land and sea. 1. Download Corsairs Ship Pack: Enter the link below, Click on Additional info at your right. then click on the Torrent Download. https://vk.com/corsairs_ship_pack?to=L2NvcnNhaXJzX3NoaXBfcGFjaz90bz1MMk52Y25OaGFYSnpYM05vYVhCZmNHRmphejkwYnoxTU1rNTJZMjVPYUdGWVNucFlNMDV2WVZoQ1ptTkhSbXBoZWprelVGZE9jMlJYU1hsTlJFMDBUbXBKTkUxNmF5MG1kejFqYkhWaU1qQXpPRFl5T0RNNSZ3PWNsdWIyMDM4NjI4Mzk- 2. Install the Game and then download the Fix which is below the Torrent download. Install the fix into the game. 3. Select Language in the Launcher: English or Russian. Few Pics: The Game includes some optional Mods but it's all in Russian so I can't tell what they change.
  9. No idea about the plot but the mechanics. Pretty much the same gameplay like in the first two Thief games but with non-linearity of Thief 3. Wide open sandbox areas, not those smaller areas divided to tiny sections with loading screens like in Thief 3. And of course very interactive game world. I really don’t like having Dishonored powers in Thief or such. I prefer agile character having good climbing and platforming ability in first person view. Like in Mirror’s Edge games. Beam walking, swinging poles, rope and ledge climbing, wall running, and or course swimming and diving ability too. I also don’t like Focus ability of Thief 4 or any other “vision modes”. Just standing still for a few secs would give a subtle visual hints about guard whereabouts. Something like the Alertness skill in Dark Messiah. No health potions, but some sort of bandages giving slow healing over time. So combat would be more risky when having no instant healing method. And when wounded, the player character could leave some blood stains to give away his location to guards. Many equipments and lots of upgrades to buy with the loot. Blunt arrows bouncing off walls and working like the blackjack, but guards wearing helmets would be immune to both. No moss arrows but an upgrade to muffle footsteps. And of course the same rope arrows back like in Thief 1. And shooting a rope arrow at enemy would ensnare him like that fibercord the Mandalorian is using.
  10. AI do notice doors, but only in certain situations. If you interact with the door when they are, they will become suspicious. If they close a door and start walking away, if you stop the door from closing all the way, the AI should turn around and toggle the door again and start getting suspicious. But keep in mind, while it's an immersive sim, there's always a tradeoff between realism and gameplay/fun. Having AI hear everything realistically or see or react realistically to every little thing is NOT fun and is very frustrating. Also I can't remember which dev said it (Grayman maybe?) but the code to handle AI and doors is already massive and complex.
  11. If I were heading up the creative team for a new Thief game, I'd focus on a few key elements. First, I'd want to keep the stealth mechanics as core to the experience as they are in the classics. Instead of just adding more features, it’s essential to make sure every element enhances the stealth and immersion. Adding more interactive environments would be great, too. Imagine having objects you can manipulate or hide behind with realistic consequences—much like in those classic adventure games where every decision impacts the gameplay. For some downtime between missions, including a mini-game like spider solitaire could offer a fun and relaxing break, giving players a chance to unwind without losing their immersion in the game’s universe.
  12. I agree. When thinking of such features and their implementation I wonder how they can be done in a way that doesn't affect old FM's. That is when the change would alter gameplay or design choices we don't want to force retroactively: In this case I think every collision sound having a random pitch even in old FM's is a good idea and no one should have reason to complain, but if you want a character to have a deeper voice that's something you'll have to update the map for to set it on the AI in cause.
  13. Maybe you can do something with the animated grass demo: Topic https://forums.thedarkmod.com/index.php?/topic/12985-animated-grass-test-map/ Video: https://www.youtube.com/watch?v=LRCzWOeYxd0
  14. Have you looked in this topic? https://forums.thedarkmod.com/index.php?/topic/21549-fan-mission-in-plain-sight-by-frost_salamander-20220807
  15. well it seems to be a problem for many amd users i see from skimming unity forums, everything from outright crashes to awfull framerates ouch . one user found that running unity in a window made it run flawlessly while fullscreen made it run like alan wake2 on a 1050 gtx
  16. Google translated: https://rutracker-org.translate.goog/forum/viewtopic.php?t=6419292&_x_tr_sl=ru&_x_tr_tl=en&_x_tr_hl=nl&_x_tr_pto=wapp === There are lots of topics about black screens during the main menu. https://forums.thedarkmod.com/index.php?/search/&q=Black screen&type=forums_topic&nodes=58&search_and_or=and
  17. I also feel you. I used to be a regular here in the forums, but since my son was born in 2022, it basically grunded to halt, although I still get the mails on threads that I wrote in. Ironically, your post in June about not having time got me back here and got me motivated to try and use some of my precious spare time to get some progress on the map I started years ago. I still have not been able to finish a map and want to change that, as long long as the community here is still active
  18. I thought everything TDM is fantasy, no? If mappers want that map in there with Bridgeport in France then they have to work around your patch. I think the "fix" is too opinionated to be placed in one big patch. It's also not really gameplay related, while your other fixes are. I think you should make a seperate patch for that. Especially since (I think) tdm now offers a way to have multiple mods working at the same time.
  19. You can start here: https://forums.thedarkmod.com/index.php?/topic/12558-useful-important-editing-links/ Specifically, I recommend Springheel's new mapper's workshop: https://forums.thedarkmod.com/index.php?/topic/18945-tdm-new-mappers-workshop/
  20. nobbling along in homeworld 3 atm , quite a bit different than the 2 (well 3 if you count cataclysm) previous games. things like being able to hide your fleet or parts therof in debris / asteroid fields, ground assault etc. dialog is mostly forgettable and where the the previous games focused on a people this seems to lock in on 4 select persons. gameplay is fun though.
  21. Bummer... This is actually a mistake on my part. Gonna have to release a new version with a fix. Maybe I could take the chance to also fix the fact that you could keep the guard asleep by going around through the sewers, which I completely forgot to fix. I removed the switches but kept the lamps off, though. I don't think there's any gameplay changes there, unless you liked having the lights on (you can lit oil lamps with a candle, but you need water arrows to put them out, though). Iirc, the only light I moved is the candle in the gatehouse, though I don't think it changes the gameplay that much. The streetlamp is the only significant lighting change that I can remember, but specific to Normal difficulty. The loot changes aren't that significant. I just adjusted them a bit for visibility. The new secret is the only more significant change.
  22. Hey everyone. I'm working on an update for this mission that I will release soon. If anyone has any further bugs to report, please let me know. I've already made a few changes based on what I learned since release, thanks to all your feedback, gameplay videos, etc, and I've also addressed some issues that I hadn't addressed yet. Most notably:
  23. Oh Yes ! I forgot about the locked room that I couldn't open.... So now I can go forward.....thanks for the mission. I didn't like it at first, comparing it to the first mission, but it's becoming very enjoyable. AND re-playable. When I try it again, I'll change which direction(s) to go in early in the mission. I DID note that gameplay alters depending on how you progress on the map. Makes it a different experience. Thanks again Frost Salamander
  24. I seem to have run into a wall. I'm consistently getting the same error when compiling AAS as part of the dmap process: "WARNING: reached outside from entity..." followed by the entity number and name. The issue is that the pointfile generated is going through solid brushwork and the origin of the entity in question isn't in the void. It's always my NPCs and if I delete that one, another random guard will cause it to fail. I'm really not sure what the issue is, these guards were perfectly fine when I dmapped previous versions of this map, only now am I getting this behavior. I checked around the forums to see if anyone had encountered this before but haven't really seen any mention of it. Any thoughts?
  25. I dont have one. Maybe @Havknorr? Tdm on a vm on m1: https://forums.thedarkmod.com/index.php?/topic/21655-tdm-210-on-m1-parallels/
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