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  1. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  2. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  3. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  4. I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (v1.0.2-release): https://drive.google.com/file/d/1HYvM_u56wDB16uIlb7qgS_q3P24V69MO/view?usp=sharing Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. For 'Hard' and 'Expert' the light gem sensitivity has been increased by '1' (meaning easier for AI to detect you). Screenshots:
  5. Well here is some info about Necromancers in TDM lore: https://wiki.thedarkmod.com/index.php?title=Necromancers Afaik the lore is thin so mission-creators have maximum freedom and so such lore does not exist outside specific missions.
  6. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
  7. We will look at some of this stuff, but SPOILER tags, please!!!
  8. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  9. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  10. 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
  11. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  12. I actually wholeheartedly agree with your point of view. The only reason I did some canon theorizing in the opening post was to show that I'm not going to charge into this willy-nilly, with no consideration payed to at least rough consistency. Like you said, the important thing at this stage is filling in the blanks. The theoretical aspects of approaching any lore compilation or expansion have been covered plenty of times, including in my opening post here, so getting down to business should be no issue. As for contributions, while I like the idea that people would just chime into this thread and propose ideas to fill in the white spaces (IMHO, they should feel free to do so), I also think the best way to add stuff to the setting is to first work with what various authors have already added to it, via the backstories and narratives of their own missions. Some touch upon the wider history of the setting only very minimally or not at all, but some have done pretty good work at filling in some of the blanks about various aspects of the setting. Not just its history, but all the social, cultural, economic and military aspects that hadn't been covered yet, or only briefly. Sure, there's always the risk of contradiction, but honestly, I haven't seen any blatant contradictions yet. I think there would be plenty of stuff to pick and choose from, particularly if the authors and contributors agree with making some elements of their fiction "more official" in some way. I like the fact that TDM has flexible canon and I wouldn't like if the lore for the setting was far too rigid. It should always allow mission makers and players plenty of freedom, rather than being prescriptive about every little historical or cultural detail. I think a lot depends on whether the TDM community want to bother with sitting down and discussing the background of the setting in this thread or another thread, or whether they just prefer to be creative in mission making and have the overall setting evolve from various written or physically present elements of existing missions. I don't doubt there would be an interest in both, though I wonder whether the former wouldn't be seen more as a "Eh, we discussed these sorts of things in the early years, why even bother now ?" matter, with the preferred lore focus being on the latter, i.e. lore as part of creating new missions. Personally, I am actually not all that bothered by Bridgeport's geographical location or the exact climate it lies in. Yes, we use some northern and western European conventions when portraying Bridgeport and its vicinity, but I consider that 1.) a homage to the style of Thief, and 2.) a bit of stylistic translation, as the game's voice acting is all in English. I really, really like this summary, though plenty of it was apparent to me already from reading the various universe articles on the wiki, I like the comparison to the Carolignian empire, despite the late-medieval and Renaissance tech level (taking the "Carolignian Renaissance" of the early Middle Ages a little too literally ?). I had no idea about the theological tension between Bridgeport and Sancta Civitas, thank you for pointing that out. As for Ghazi, is that meant to be a nation or region, or a city state ? A New Job, the first mission of the official mini-campaign, also mentions an "Arabia" to the south (rather too close in terms of name, I suppose), with a city or polity of Aqaba. What about those ? Menoa I've often associated with Genoa, based purely on the name. Though it's a kingdom, maybe it made its fortune based on naval and overland trade, much like Genoa was a prototypical merchant republic in the Italian Middle Ages. Genoans had some small colonies in the Meditteranean and the Black Sea, so one would wonder whether Menoa doesn't have similar trade outposts too. The in-universe starting date, at least according to A New Job, is 1631. Saint Lucia takes place relatively shortly afterward, a few days or weeks at most, and it seems ANJ is set in the fall (autumn) months, based on the newspapers you can find throughout that mission. One interesting question to me is: Though we know some 1630 years have gone by since the founding of the Builder Church, how long ago was the faith first being preached by "the prophet Amos", as mentioned in some religious texts in Saint Lucia ? The only thing I can discern is that it was before the founding of the Church, but that's about it. I'm also not sure whether the Church was already the Imperial Church back then, or if it was only accepted later, á la Christianity in antiquity. I don't know. The pope equivalent is the Patriarch in Sancta Civitas. There are archbishops overseeing bishoprics and dioeceses. What do we know about the secular power behind the Empire ? Menoa broke away some time ago from the western Empire. There is probably no mention of any specific emperor, so maybe we should think about those, and what dynasties have ruled until now ? And what the balance of power is between the Patriatch and the emperor ? One has to wonder if the TDM world's empire ever had an equivalent of Henry IV going to Canossa in the 11th century, after the Pope had excommunicated him for Henry getting too uppitty in the whole fight for investiture. That would be interesting to explore briefly, whether there is any tension between the emperor and the Patriarch. Given the Carolignian influences, I would like to lobby for including elements similar to the rise of the maiordomos in the pre-Carolignian era of the Frankish Empire. As an influence behind the throne, eventually wielding more practical power than the emperors, and then becoming the new imperial dynasty themselves. And, in the "late antiquity" precursor to the Empire of the current TDM present, maybe you could have a period of rule based on our history's Tetrarchy of late Roman antiquity. Little things like this could help shake up the earlier history of the setting and make it feel less straightforward and more lived-in. I've decided to dub the reckoning "DME" = "Dark Mod Era". Something of an in-joke, sure, but works for the setting. Aside from this wider history, one thing I would like to focus on and cover would be the rough geography and history of Bridgeport. Somewhat similar to the Mapping The City thread at TTLG.com, and having people contribute to that would be lovely. Though, of course, it once again depends on whether there'd be interest. Merely compiling some list of known wards/quarters, streets and locations/institutions in Bridgeport is one thing. Doing something deeper with it is another. Additionally, if we map out our fictional metropolis in too great a detail, I think it might lead to a situation where the city starts feeling limited. Personally, I think that it's still worthwhile, but only if we keep the perspective on the city being "flexible" as a setting. Sure, all of these streets or places exist, but if new ones are further added, that doesn't mean they automatically don't fit within the City. I'd prefer if mission makers were aided by background notes and background lore, rather than hampered by it.
  13. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  14. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
  15. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
  16. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  17. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  18. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  19. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  20. 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. :-)

  21. **Update** As of 2.11 beta 3 these are available in the core mod *** ======================= Older Info: Currency Pack Gets Polished Even More: REVISION 3 HERE -Shader adjustments to the diffuse and specular - still does better with some light to play with -Fallback reflections provided by material specific cubemaps -Non-cubemap options available via packed in skin variant (or just stick with the original pack) -Color corrected inventory icons -Added moveable ingots -includes the sequel to "Iris" titled "currency_test.map" Example of cubemap reflections doing heavy lifting at lower light levels: REVISION 2 REVISION 1 Currencies of the Empire CC0 Loot Pack - Initial Release -Includes 13 new item definitions representing all kinds of loose change for packing couch cushions throughout The Empire -"Loot Lore" in the editor description field, but hey it's TDM and these are basically public domain so do what you like! -Lowest of low tri counts with the highest of high resolution materials. 4 mats for 13 assets !!!
  22. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  23. So I recently got into the dark mod, and it's probably one of the best stealth games to come out within the last decade. However, there is one little thing that I would like to bring up and it's one of the things that The Dark Project (or Gold) did better than Thief 2 which is commonly overlooked and that is the general lore of the world. For example: Thief 1 was full of all sorts of strange mythical places and a complex world that made you feel like you where apart of something bigger than pulling a heist off. Garrets story might have been really simple, but there was so much stuff underlying that it was ridiculous. The balance between Nature and Human Buildings (the evils of both show in thief 1 then 2), the lost city, the bonehoard, the elements of magic (Earth, Air, Fire, Water), and all this depth just in the world alone. Thief 2 was obviously dominant in the stealth department, but it didn't really bring nearly as much depth to the series and was really centered around the main antagonist. Now that doesn't mean that single missions can't have depth for example, I just beat WS1: The North and there was a lot going on in this mission and so much history behind the area and a lot of drama. However, it'd still be cool if there was a general lore or several general worlds or canons that could be built off of and added to. Now there actually is a innate canon with the dark mod, for example the builders, steam-punk, mideval, environment, etc but I it might be interesting to take it a step further. So what I thought might be a cool thing to do is maybe developing a general lore, or several different canons that mappers can decide whether or not they want to be a part of that. Say if this actually happens (or already is happening I might not have noticed it because I'm new) and there are 3 main cannons, mappers could decide whether or not to make additions to one of none of those cannons with a map and then it'd help sort of recreate the whole mythical world brimming with lore that thief 1 had. Maybe have a lore section or canon section on the wiki that would hold info on each lore, and what maps are associated with the world and whats considered canon for each lore and what is not, and I'm not really saying that they should all be stories written around a single main character I mean just the world, factions, workings in magic, etc could be developed and added onto making an interesting community made setting (or several settings). I'm not really saying this absolutely should or ever will happen, but I thought it would be an interesting idea to discuss: What I proposed and just lore in general.
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