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  1. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  2. 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!"

    1. Show previous comments  2 more
    2. kano

      kano

      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.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  3. Copied and pasted from the ttlg post - Summary of previous events: After learning about Lord Fausto's affair with the Dark Sect and the threat the Darkstone Gem would present in the wrong hands, Garrett sets out on a journey into the wilderness to find the Pagan Temple Lord Fausto's book mentioned. Download links: This is a version for HD users experiencing a crash in the store screen - https://www.mediafire.com/?juca9ph2ahn7i1qTaffers' Paradise (Provided by Lord Soth): http://www.taffersparadise.co.uk/thief2mission/UnexpectedDetour.zipPrevious missions in the series: Chapter one (4 missions): http://www.ttlg.com/forums/showthread.php?t=139051Nobles and Craftsmen: http://www.ttlg.com/forums/showthread.php?t=146088Notes: This mission is simple so take your time with it. No bonus objectives and no new mechanics. Just a classic Thief experience.There's one single puzzle that will need you to pay attention to detail.I strongly recommend NOT using HD Mods for this FM (It can cause crashes in the store screen).Enjoy!Thanks to my beta testers: (in no specific order): H3H3CardiaSkackymarblemanzajazdGloria Creepjohn9818a
  4. Hello, everyone! I've done some searches in the forums, and looked in the troubleshooting on the wiki, but there's a problem that's been in Dark Mod for the past version or two that's now prevalent enough for me to log in and report. Not sure if it's an issue with the Dark Mod itself or just one model of light that someone developed and is using in more and more missions, but it's driving me nuts. In several missions, electric lights are used and the tone the game has them emanate...well, I'm supposing it's supposed to be a soft hum, but instead it's a piercingly loud sine wave kind of tone, like you'd hear if you were taking a hearing aid test. It's literally deafening compared to the sounds in the rest of the game, and as more and more levels use this light, it's really cutting down on the levels I want to play. Since no other users seem to be reporting this, I'm wondering if it's because of my particular audio configuration. I am using EAX (through Creative ALchemy) on Windows 10 on a current Sound Blaster card, so I'm wondering if somehow the EAX processing is making the sound so damn loud. The latest mission that seems to have this sound is "In The Black." I'm including a screenshot of one of the lamps in question. This one is in kind of an odd spot on an internal balcony railing, and I can hear it buzzing from well down the hall in another room. There are other rooms that have several of these lamps as well. Is there any kind of tweaking I can do in the .pk4 files to silence this model of lamp until the issue is resolved? I really want to be able to play these missions without being deafened. I'm up for any kind of troubleshooting, or if you'd like me to make a recording from a USB mic of how loud the tone is compared to other sounds in the game to hear exactly what I'm experiencing.
  5. I was thinking one major flaw of thief is that you can be in a dark area, but even if there's a lighted area behind you, the enemies can't see you. I always thought this was a bit cheesy. maybe a bit hard to deal with in a game, maybe hard to program, but i think it would really add to the realism if the enemy can see your profile even if your light gem is completely dark, because of the background behind you would highlight your shape and movement.
  6. @Nbohr1more has pointed out a strange visual glitch with the hanging light model: models/darkmod/lights/extinguishable/cagelamp_hanging.lwo It's casting unwanted shadows when in the shadow maps mode. It has two surfaces: main surface with material tdm_streetlamp_metal which is noshadows - this one is OKbottom of the holder with material tdm_coals_hot - this one is supposed to cast shadows but for some reason it's not casting shadows in stencil mode - it looks as if the surface is deemed back-facing by stencil code even though it's clearly front-facing to the light view.I would appreciate anyone shedding some light on why the bottom surface is getting culled with stencil - is it a renderer bug or am I missing something? Maybe something's special about the model itself? The map in question is NHAT (anoot.map)
  7. I've been fooling around with a little area I've been working on in DR and wanted to share some experiences with the community. I've noticed that the distance of light from an object will affect the size and direction of the shadow it casts to the point that it can greatly make and break the beauty established from a scene walking into the room and seeing its environment and marveling at it as art. This also applies with heights of things like candles. If we had candles of the same design with different heights (as if the candle wax was more burned down on some of the canldles. This would allow for the shadows to be cast in more upwards directions for lower standing candles creating larger shadows behind them. This would serve as allowing the environment more room for the shadows to play a place in being an art piece than they currently are capable of. Also I noticed that light placement can be a tool as dangerous as a trap when placed correctly the unsuspecting player will wander into enough light to make them visible to an AI and this can be used as a great mechanic to set traps and force players to look around more and lean and examine the area before moving shadow to shadow without looking all around from different spots, therefore also giving them a chance to view rooms from different angles and appreciate the different perspectives as well as increase the immersion and playtime experience and familiarize themselves with the map as a place and not just a level in a game. Here's some screenshots to illustrate my points. Where candle height plays in... Notice hammer from toolbox and foot at left of table casting shadow against wall. The height of this candle is good for making this illusion work nicely. Also notice the severed arm on right of table if the candle on the left was shorter ( I don't like the idea of putting inside the table, I've done that and the player can move it and that fucks it up and I don't want the candles to be stationary) then the shadow of the fingers on the hand and arm would cast higher in against the back wall and give a really creepy vibe. Hope you guys enjoyed my post and got something out of my experience, I'll try to share other things I come across building with the community as well. It's still quite a challenge for me, but that's just cuz the program is massive, there are so many assets, and I don't know have my flow down yet or know where all the stuff is to go to having that memorized so I'm learning but it's gonna take time to become an efficient user of Radiant. I really like the program though! :smug:
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  8. 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?
  9. Saw this post on youtube and thought it was quite cool and clever! http://www.youtube.com/watch?v=u6SHhPaSpCs
  10. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  11. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  12. I think... I fixed this by making a custom entities for BCD when I came across this issue, but in case I didn't does anyone else know fix this?
  13. So got a PM from JoeBarnin in relation to his current beta for some help looking for a window protection texture, so rather than just do the work I thought I would make a little howto vid - https://www.youtube.com/watch?v=UVest1d3jcg&feature=youtu.be
  14. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  15. Is it possible to create a greyscale light shader or do we already have one? It would make for a great moonlight effect. I tried messing around with the shaders to average the colors, but I have no experience with shaders and everything I try leads to no effect or a shader error. Also, how might one go about altering the hue of an existing texture? I tried this as well, but the results are a mess. I don't know if I need to alter it's shader or something. We only have one good set of manor wood texture and it's that same orange. Some color modification would give some nice variety.
  16. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

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