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Welcome to the forums! Please feel free to ping me via forum chat.
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If they dont contact you, there are locations where you info about this game. For example: wiki.thedarkmod.com and https://en.m.wikipedia.org/wiki/The_Dark_Mod Forumtopic TDM in the news. https://forums.thedarkmod.com/index.php?/topic/15109-tdm-in-the-news/
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I can't seem to prevent my inverted endcaps from looking like they melted. None of its faces can be selected via shift-ctrl-click...any ideas as to what could be the cause?
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Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
Bergante replied to JackFarmer's topic in Fan Missions
Thanks & Congrats for the final release and a special thanks to have been invited for testing this wonderful campaign . To do so has been a wonderful experience and a pretty new challenge - aside just playing a mission . - to test & report (nearly- ) every possibility the design/construction gives a player to solve a layout / situation by ones imagination .(some I kept in silence) to share ideas how to handle some places was nice . So – here is an additional thanks to @Mat99 – who also gave quite profound reflections on things – I'm sure there's only one place left - where I'm not happy with your design change - But I'm sure we'll both take it with a big , fat grin/smile -
In this hypothetical scenario Embraces Group puts you in charge of the creative team in charge of creating a new Thief game. You don't have to do any coding or any of the complicated boring bits and what you say goes. What would the games plot be? Would it be a sequel? prequel? reboot or maybe something else? What new features would be in the game that we haven't seen before in Thief or The Dark Mod? Can't think of any more question right now but I'm sure you'll have your own interesting ideas beyond anything I've asked.
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Fan Mission: Down by the Riverside, by Dragofer (2016/09/25)
Dragofer replied to Dragofer's topic in Fan Missions
Thanks for the heads up. Combining the two FMs into the same archive is troublesome because they will try to share assets that are different between Tales of the Riverside and Down by the Riverside and will therefore break each other. I've changed the download link to one that I know should work. The book has a few hidden objectives attached to it that get completed when you reach certain pages. In any case, it's probably better addressed in the tech support forums and will need a copy of your savegame to trace back to what's causing the crash. -
Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"
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Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.
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How old is everyone? Go vote in the Poll: http://forums.thedarkmod.com/topic/19946-how-old-are-you-anonymous-poll/
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Here's my first FM. A small and easy mission, inspired by Thief's Den and The Bakery Job, where you must find and steal a cook's recipe book in order to save a friend from going out of business. Download (version 4): Mediafire (sk_cooks.pk4) TDM Website's Mission Page The in-game mission downloader Thanks to: The people who helped me get this far, both in the forums and on Discord. The beta testers: MirceaKitsune, Mat99, Baal, wesp5, Cambridge Spy, jaxa, grodenglaive, Acolytesix ( Per the author in the beta testing thread. ) Skaruts has given permission to the TDM Team to add Subtitles or Localization Strings to this mission. (No EFX Reverb.) If anyone from the Community or TDM team wishes to create these we will gladly test them and update the mission database.
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I'm thinking two different ideas: Pitch and / or tempo should be random for random noises, which includes collision sounds as well as footstep sounds and even speakers playing random ambiental noises. For AI instead I don't think they should be random since their voice shouldn't change like that, it could instead be used as a customization option to give a particular character a lower or higher voice and make them talk slower or faster for better personality.
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I had a question for an idea I'm thinking of but haven't yet created a map for. I presume it will require scripting a custom entity, I did it before so that's fine if that's the case, but I'd like confirmation that the functions I'm thinking of would work as expected and what you think the best script structure is; I'd basically like a reusable entity which when triggered, changes the visibility / model / skin on all entities it targets. The plan is to use this in a few exotic ideas for maps that mess with the player, allowing heavy modifications to rooms when the player isn't looking, without having to make copies of each area and teleport the player there which isn't seamless: I can use this as a workaround to our lack of warp zones in some situations to make places change heavily using smart trigger placement. The goal is to transform building modules and furniture including objects, such as switching a wall panel between the version with and without a door or a drawer between its covered and non-covered variant or a piece of furniture between the polished versus worn out version. Show / hide: I already know how to do this for mere func_static entities, you just set the initial visibility flag then trigger that entity. The problem is more complex entities, from movables to loot to AI. The later is especially important as I want AI and ragdolls appearing in and out of existence without having to teleport them each time: When turned off the AI should suspend all logical processing and become invisible / non-solid including all worn attachments, when made visible again the AI code and patrolling should resume from where it left off. Change model: I should mainly need this one for func_static entities, though I could use it on a few other things like doors... if the engine doesn't complain I may even switch the body and head model on AI to make characters subtly transform. I just need a way to set a new model on a static entity which also updates its collisions, ideally in a way that's precached so the engine doesn't hiccup during the change. Change skin: Should be the easiest one and should work on anything if changing the model does; I need the ability to change the skin on the selected entity to the given skin definition. I'll be heavily using this to change the colors or quality on building modules, changing paintings, possibly editing loot items to change vases between gold and bronze though in this case I'd also need a way to change the icon it displays after being picked up.
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http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing Anyone want to betatest a horror fm?
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Global Player Tip System ( split from Frob to Use proposal thread )
MirceaKitsune replied to snatcher's topic in The Dark Mod
I sort of like the builtin difficulty settings... sort of: I agree that their number should be customizable, having to use 3 is a bit limiting. I imagine this could be solved in the future if desired, obviously without breaking old FM's so they're left at the existing Easy / Normal / Hard settings if one doesn't specify otherwise. I remember seeing FM's use the All / The / Same setting and can't say I approve of that even if I ultimately don't mind: If you have a difficulty setting, make use of it to offer as much variation and choice as possible. You can change some things in the map very slightly, at worst just tweak the count in the loot objective. I even thought of using them for heavier differences in some of my FM ideas, like changing seasons or daytime or the start location and thief character you play based on the difficulty. -
I'm happy to present my first FM, The Spider and the Finch. There may be a spider, but no ghosts or undead. It should run a couple hours. It's now available on the Missions page or the in-game downloader. Many thanks to the beta testers Acolytesix, Cambridge Spy, datiswous, madtaffer, Shadow, and wesp5 for helping me improve and making the mission to the best of my abilities. This would not be have been possible without Fidcal's excellent DarkRadiant tutorial. Thanks also to the many people who answered my questions in the TDM forums. Cheers! 2023-12-13 Mission updated to version 3. Fixed a bug where the optional loot option objective was not actually optional. Updated the animations for Astrid Added a hallway door so the guards are less likely to be aggroed en masse. 2024-05-31 Mission updated to version 4. Adjusted tower guards Added voices for conversations Improvements to objectives 2024-07-12 Updated to version 5. added dialog subtitles small bug fix
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Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
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Since due to the nature of this forum, file/image sharing is used quite frequently, I thought to present some alternatives to the widely used Gdrive, which I don't like so much, especially since the last TOS change. File Sharing To share large files there are several options that also do not require registration. The first is File Hosting Online, which supports files up to 25 Gb, encrypted and also includes a Virus Scan that ensures safe use Another good option is Gofile, free to use, privacy focused and unlimited Bandwith. No refistry needed. While the files are accesed or downloaded at least one time a week, they are never deleted, otherwise inactive files are deleted after 10 days. If you prefer to use P2P, that means to share files directly from PC to other, without a hoster in the middle, there are also very good options, which permits to share files and folders without limites of type and size. The most easy to use is O&O File Direct, a small Desktop app (sadly only Windows), very easy to use 1 Open the app and drag the files/folders you like to share in its window 2 Optional adjust the days and amount of permited downloads and if you want a password 3 Share the link which apears in the app Done The only limits are, that the receptor only can download your files, when your PC is online, on the other hand this permits that you can stop the download in any moment, going offline or shutting down the PC. The other limit is, that the files to share can't be in a protected folder. Her are an Example with a list of Search Enines (Html file 423,56 Kb). While I am online, you can download it https://file.direct/f/pmjVFnjfkjFTKTt5 Videos One of the best options is Streamable (need a free account, inactive videos are deleted after 90 days in the free version) Alternatively you can use Streamja, a simple Video sharer with good privacy, free account optional (nick, mail) Images Ok, there are a lot of Image sharer, most used the known Imgur, because of this I add only one which offers some advantages over Imgur. ImgBox (free account) is a reliable platform to share and host images like Imgur, but it make it very easy to upload and post dozend of images simultaneous, selecting all the images you want and drag them on the window, offering coresponding bulk codes from the selected images to post them with one click for forums (BBcode), Html and others, fullsize or thumbnails. More since Imgur used since some time the hated webm formats for gif images, hardly accepted in most forums.
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I commend you for this. I am happy to answer this, but I also have a thought about those additional renders. I think renders may not even be needed if we take advantage of some inferences. But if these non-render ideas fail, maybe it would still pretty much work to use very low resolution renders, like maybe 114x64. It may be able to be done more simply if the contrast isn't calculated by comparing the color of the player and the wall, but by information we can infer from the light levels of the area behind the player. I would like that you can tell whether this won't work as soon as possible, So let me get out of the way that if the guards cannot "look" at 2 entities at once, this next idea is impossible. Maybe when a guard has line of sight to a player, it spawns an invisible player-like object at the farthest wall behind the player, and compares the light level of that dummy player and the real player. Or, maybe a comparison isn't needed. Maybe because the player is blocking the light, we can just assume that any bright area behind the player will contrast badly, and the only value needed to determine visibility is the value of the dummy player. So standing with a well lit area behind you would roughly be exactly the same situation as far as the guard will know as standing in the well lit area. When he sees the dummy player in a well lit area, he passes on its visibility level to the real player and treats the real player as inheriting the visibility value of the dummy player. About the sparkles: The sparkles are really only meaningful as a warning to look around and hide yourself as best you can according to what you can see. I would not intend them to correspond to a guard like a compass, they just account for guard's current perception of the player. Without the silhouette change, it is fairly meaningless because it's just a tally of guard visual acquisition. The sparkles would mostly be big when a guard gets close, and by then you probably already are aware of them. If a player is listening intently, they will be able to mentally map a unique approaching footsteps with the sudden appearance of a sparkle and then rely on their memory to associate that sparkle's random position with the area they heard the guard approaching from, giving them a slightly quicker idea of who is suddenly seeing them. It mostly serves as a learning tool for players who started moving and did not realize that they wouldn't have time to make it to another fully hidden place before the approaching footsteps would be within line of sight to them. But, it does also serve as a quick warning that you may have a chance if you can change course to a closer hiding spot along the way to your original destination. It wouldn't have any explanation other than magic or just a contrived UI tool for learners, which, if either of those are excluded from the Dark Mod's official project design, I completely understand and I won't bring it up again. If I may ask, would you offer me directions to the project's guidelines so I can avoid spilling any more of the team's inkwells?
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DarkRadiant 3.9.0 is ready for download. What's new: Feature: Add "Show definition" button for the "inherit" spawnarg Improvement: Preserve patch tesselation fixed subdivisions when creating caps Improvement: Add Filters for Location Entities and Player Start Improvement: Support saving entity key/value pairs containing double quotes Improvement: Allow a way to easily see all properties of attached entities Fixed: "Show definition" doesn't work for inherited properties Fixed: Incorrect mouse movement in 3D / 2D views on Plasma Wayland Fixed: Objective Description flumoxed by double-quotes Fixed: Spinboxes in Background Image panel don't work correctly Fixed: Skins defined on modelDefs are ignored Fixed: Crash on activating lighting mode in the Model Chooser Fixed: Can't undo deletion of atdm_conversation_info entity via conversation editor Fixed: 2D views revert to original ortho layout each time running DR. Fixed: WX assertion failure when docking windows on top of the Properties panel on Linux Fixed: Empty rotation when cloning an entity using editor_rotatable and an angle key Fixed: Three-way merge produces duplicate primitives when a func_static is moved Fixed: Renderer crash during three-way map merge Internal: Replace libxml2 with pugixml Internal: Update wxWidgets to 3.2.4 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.9.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep creating Fan Missions! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
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Cool this idea comes up (again). I had some (complicated) ideas for implemented something like this, but found it too much work. My (conceptual) idea was to look through a "portal" but what you look at is either what is seen in a different room (via a texture connected to a camera), or an x-ray screen, which make the area behind the "portal" look completely different (even walls can be hidden by making them func-static and apply a skin to them). When you move into the portal you get teleported to another room. Off course this has many limitations that you may or may not be able to work around via scripting. This has already been done in (for example) A house of locked secrets.
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Cauldron v2.0 is finally done! http://forums.thedarkmod.com/topic/19207-fan-mission-volta-ii-cauldron-of-the-gods-by-kingsal-113017-update-v20/
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Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
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We do these things not because they are easy but because they are hard fun! TDM Modpack v4.5 We have a new skill in the family and in this new version of the Modpack I have split the skills into two categories: Adept: Peek, Blow & Ignite and Whistle Expert: Alchemy, Loop and Penumbra You may opt for one skillset, the other, both or none: Each skill is still delivered in its own standalone package and the pk4 have been renamed to reflect the actual name of the skill. That's for you, @uyvie ! --------------------------------------------------- LOOP SKILL Teleport on demand! The first time you use the skill it will remember your current location and nothing else happens. The next time you use the skill it will remember your current location AND it will teleport you back to the previous location. You can reset the Loop by holding the "Use" key for 10 seconds. Here are some ideas: Initiate the loop at the beginning of the mission in case you want or need to backtrack Explore two different areas in parallel Establish a point of interest you can quickly and easily go back to anytime: a safe room, a shop, high ground... Run away from AI, avoid the cool down period and carry on with your business Ambush AI Anything else you can think of Limitations I haven't figured out how to force the player to crouch and this means you cannot teleport if there isn't enough vertical space in case you teleport back in standing position. Forget about teleporting in tight spaces such as vents, at least for now. In this initial release I have been very conservative and in order to minimize risks the skill can get at times a little annoying: you cannot be too close to walls or any other potential obstacle. Depending on the feedback received we can take some risks and make the skill more responsive. We will see. Summing up, whenever you hear the "hmm", it is either because there isn't enough vertical space or you are too close to a wall or obstacle. Points of failure There are certain situations in which the loop may fail: If you try to teleport to a location that is occupied by AI the jump will be aborted. You can try again later. If you try to teleport to a location that is occupied by an object the skill will do its best to overcome the obstacle. Sometimes you must try a few times to clear the destination. There are some edge cases though that are unsolvable and you may very well get stuck. If you are unable to teleport you can break the loop by holding "Use" for 10 seconds. This action resets the loop and it cannot be undone. This new skill is far from perfect but it gets the job done and hopefully, it brings a fun new mechanic to the game and adds replayability value. --------------------------------------------------- STEALTH MONITOR Updated... The STEALTH MONITOR mod displays the stealth stats and it has been made persistent. This means that if you switch from Loot to Stealth it will never revert to Loot unless you trigger the action. --------------------------------------------------- DYNAMIC INVENTORY Revisited... When picking up loot the DYNAMIC INVENTORY mod displays the loot info in the inventory and shortly after reverts back to the last non-loot item selected. This old mod has now been rebuilt outside of a file often - wrongly - employed by mission authors [tdm_frobactions.script] and this means that the mod is now available in all missions. ...and Extended In the core game when unshouldering a body the inventory is cleared for good. This can break the flow in some situations and the functionality of the DYNAMIC INVENTORY mod has been extended and when unshouldering bodies the mod will now revert back to the last item selected. Just enable CORE ESSENTIALS and you are good to go. --------------------------------------------------- Speaking of... CORE ESSENTIALS For some reason few doors in the core game have, by default, a shorter frob distance than all the rest. What puzzles me is that we are not talking doors that one may consider "special", but perfectly normal, regular, standard doors. Do arms get shorter when manipulating some doors? Players get used to certain distances and this breaks the flow in some missions and it has been resolved in CORE ESSENTIALS. Mappers can change frob distances wherever they please (players shall judge their decisions) but I find it unacceptable that something like this comes by default. The subjects in question are: arched01_111x40_left arched01_111x40_right 3panel_104x56 door_96x48_2hinge02 6panel_104x56 stained_glass01_104x56 stained_glass01_118x52 Why do you make such a big point for seven doors, you ask? Because as of today there are more than a thousand instances of these doors in the mission catalogue. Please note this is also fixed in the Unofficial Patch but since there are no boundaries between the Modpack and the Patch it has been fixed here as well. --------------------------------------------------- I hope you have fun with this new version of the TDM Modpack. Cheers!
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can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/
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Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/
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A big mission, this one! I kept playing and it kept going. What a ride. It was something to look forward to since your missions always have creative and fun ideas in them. Imo the entire mission was really fun and packed with ideas, but it was the second half (once you reach the cathedral) where it really shined, and I enjoyed outsmarting the security systems and looking for clues/keys. The vision potion's effect was pretty neat! The forest section that followed was deliciously hostile, yet great at letting me make use of the arrows I had gathered earlier. At times I was stuck and it took me a bit to find a way forward (mainly the warehouse), but most of the time the path was clear. I have completed several good deeds and optional objectives, maybe except for one.