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  1. Heyo, I had this idea while I was asleep last night which seems pretty cool idea. There are places in the TDM universe that seem to be common, like Eldin woods, or places in Bridgeport, or even civic buildings, places away from there that should have a sort of a common or standard look, to give a sense of place and unity of the greater world. It'd be cool to say have group maps of agreed areas that sort of define a place, like Eldin woods in Alberic Curse, or some of the great buildings that have been made. It'd be great if there was a library of those that could be used to create a sense of recognition of a place. Like walking past a civic building that everyone knows it's function. Or picking something out unique of different places like Braeden. Not sure if I'm making myself clear. We have this greater map in our head of the empire, but it'd be great if there were also common places we all recognised from one map to another which created immersion, that just screams yeh this is right, bit like Eldin woods on Alberics Curse. That place just fits. It's easy to see places connected to it, or around it. It's late, and I don't think I"m making myself clear, but if u get what I'm saying what do u all think about it? Neon
  2. Shower thought: I notice that no matter how much you try to get your gamma to your liking, there will be that one mission that you find just does not agree with your settings. It's either the ambient world light is far off from what you are accustomed or the author's idea of lighting is just very different to yours. Instead of enforcing standards or arguing with authors, how about putting more power into the players hands by letting them set an offset per mission? I was going to say you could set the absolute values but an offset from your main settings may be nicer? P.S: Would be nice if the GUI sliders snapped so I did not end up with 1.11123234. P.S.S: How about all graphical settings customised? Now users with lower-spec hardware would not have to remember to set their LOD settings back up after an intensive mission.
    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  3. Hey folks, new poster here! I don't actually have the Dark Mod yet, but as a fan of the original Thief series, I decided to look it up, and man am I impressed. Still, I wish to ask about 3 topics. First off, werebeasts. This game has pagans, steambeasts, and undead like the original Thief series. But it has a missing piece: the Beastmen of the Maw of Chaos, and the Kurshok. The Kurshok stand-in could be a standard Deep One fish monster humanoids for water-side missions with a Lovecraftian inspiration, but the other werebeasts could also be Pagans from savage tribes who have made pacts with dark woodland spirits to fuse their flesh with their spirit animal. The second point I'd like to make is that, since the Playstation 4 supports Linux games, and The Dark Mod runs on Linux, could we reasonably see a PS4 release? If it takes a few months to work out the porting and legal technicalities, it would be worth seeing the game brought to consoles, especially since my gaming computer crapped out years ago and I rely on my smartphone to use Internet, and PS4 for games. Finally, I have a mission idea for anyone who can make it. Remember the Resident Evil movie, with the Mansion in the mountains leading to a series of underground laboratories in a "Hive"? Well, what about going to steal from a mansion in the mountains north of Bridgeport, that is owned by the mysterious "Raincoat Company", which is a secret cabal of Necromancers posing as a medical guild. The mansion has a series of catacombs hidden under it, called "The Nest", and has been overrun by an advanced Zombie Plague, which has resulted in multiple undead specimens escaping. The "Blue King", the disembodied spirit of an Arch-Necromancer, has gone insane and wants to set off the oil pipes that run throughout the catacombs and alchemy labs, to destroy all undead test subjects, evidence of the true nature of the Raincoat Company, and kill the player, the last witness. Goals would be to: steal as much of the valuables in the mansion, steal as much evidence as possible to sell to the Church, and steal as much research notes and alchemy equipment as possible to sell on the magical black market. The main goal is to escape from The Nest as soon as possible once the Blue King initiates the demolition. Anybody like this idea? There could be fire gouts in a tunnel to simulate the laser corridor from the movie.
  4. Just a heads up, but we've been kicking around ideas for an FM contest over at TTLG recently, and I've pretty much decided I want to start one up soon. The theme will be "Lost Places." The idea is to create something distant/remote and away from The City proper. Ancient ruins, lost temples, abandoned buildings, crumbling tombs, anything along those lines. I don't think there's every been a combination Thief/TDM contest, so I want to do that. Since there is no need for specific factions or places, this should work fine. So any entries for T1, TG, T2, TDS, or TDM will be accepted. This seems like it could be a good contest for TDM, as I don't think there are a lot of "Lost City" type missions out there. It seems like most missions take place in Bridgeport. Build time will probably be between 4-6 months - I wanted to go a bit longer this time in hopes it will produce some higher quality missions. Anyway, this will probably all start up within a week to 10 days, so if you have any suggestions, I'd love to hear them.
  5. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
  6. Sign out of TDM forums, close browser, re-open later, "Huh...I'm still signed in?"

    1. Show previous comments  1 more
    2. Bikerdude

      Bikerdude

      Its a cookie thats keeping you logged in.

    3. Sotha

      Sotha

      Another visitor! Stay a while; stay forever!

    4. Tarhiel

      Tarhiel

      We´re like a Shalebridge Cradle: what comes in must never leave :)

  7. I've played my far bit of TDM missions with gamma on 1 and brightness on 1 and I finally noticed how easy it would actually be able to see the player sneaking around in the dark if there was another player walking around as a guardr. So I finally decided to give the gamma and brightness guide in the training mission a fair amount of effort to get the "best" settings for an immersive experience. After a couple minutes of re-reading the guide and fiddling around with the sliders I was never satisfied. When I was sitting in the corner to the right of the book I kept the darkest corners of the room and the torch in my FOV. When I got the dark corners dark enough to the point where I could barely make out the individual bricks (e.g. "realistic"/immersive), so that if I was a guard looking in that corner I wouldn't see shit if the player was sitting there if I'm just strolling by like most guards in the game, but the torch was incredibly dark or the colors were messed up. So I was thinking, what if there was 2 sliders, one that basically made the "darks" darker and the "lights" lighter individually. I think that contrast basically does what I just said, but if you want to have near black corners e.g. "realistic" to the point where if a real person was walking by that hallway they wouldn't see you, the flaming torch is now going to give off just as much light as a zippo. Anywho I don't even know if its possible to have a slider that just adjusts the dark areas of the game and another for the light. If anyone knows what I'm missing when trying to get the brightness right some help would be greatly appreciated.
  8. The Black Parade is coming! http://www.ttlg.com/forums/showthread.php?t=146501 Woo-hoo!

    1. Show previous comments  8 more
    2. demagogue

      demagogue

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

    3. Epifire

      Epifire

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

    4. lowenz
    1. SeriousToni

      SeriousToni

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

    2. demagogue

      demagogue

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

    3. SeriousToni

      SeriousToni

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

  9. I'm wondering if anyone ever checks new posts in the Fan Missions Forums? I've posted 4 questions asking for help for 4 different missions that I can't finish because I"m stuck, and I don't get any help. I posted a question this morning so I don't expect an answer right away for that one. Its frustrating because I would like to finish them. I've read through the posts for each mission and I'm not getting anything from them. If there's someone who could help me I'd really appreciate it. Thanks I guess I'm spoiled from the TTLG forums.
  10. Is it just me or does the TDM Forums favicon look whack?

    1. Show previous comments  1 more
    2. SeriousToni

      SeriousToni

      Yes I was annoyed by that, too!

    3. Epifire

      Epifire

      Glad I wasn't the only one noticing that.

    4. Bikerdude

      Bikerdude

      Will drop Taaaki a message.

  11. Those times when you screw up a cunning idea and end up rebuilding a few things just so you don't have to discard it? It is one of those times!

    1. Show previous comments  7 more
    2. Sotha

      Sotha

      Ah, yes, now I understand. You want to make it realistic from engineering point of view. That certainly makes it more difficult, especially if you need it to have an exterior, too. If it would have only an interior, it would be really easy.

    3. Sotha

      Sotha

      My strategy, if I was doing it would be like this. Since submarines do not have windows, exterior is not needed. Just build an interior inside boxy sealing geometry. If you really want to show the submarin from the outside, you could build a separate area with an exterior-only version of the ship. Since the player needs to use an airlock to get it, you teleport the player to the interior version when the player accesses the ship.

    4. ERH+

      ERH+

      Hmm I will give it a try, maybe it will make a big difference.

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