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  1. DarkRadiant 3.4.0 is ready for download. What's new: Feature: Allow Layers to be arranged into a Tree Fixed: Readable Editor displays "shader not found" in view Fixed: Undoing snap to grid with prefabs causes crash Fixed: Include doc in building instructions Fixed: Decal textures causes DR to crash - (textures/darkmod/decals/dirt/long_drip_pattern01) Fixed: Skin chooser: double click on materials list closes window Fixed: Selecting and deselecting a filtered child brush through layers leaves the brush selected Fixed: Material editor re-sorts stages on pasting image map resulting in wrong material stages list and wrong selected stage Fixed: Crash on start if engine path is choosen (Doom 3) Feature: Layers can now be arranged to form a hierarchy Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.4.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. 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. Have fun mapping!
  2. DarkRadiant 3.5.0 is ready for download. What's new: Feature: More customisable layout, all windows and panes can be dragged and arranged Layouts like Embedded, Regular and Splitpane are superseded and have been removed Tweak: The LayerControlPanel's tooltip popup is now less annoying Tweak: Clarify distinction between Shadow render mode and other render modes Fixed: Show/hide Light Volumes for combined entities inconsistent Fixed: Currently applied particleDef not selected in Particle Selector Fixed: Layer visibility checkbox not reacting to double-clicks Fixed: Cannot toggle visibility of layers in Linux Fixed: Drag-and-dropping layers is not working in Linux Feature: Customisable Layout (click to see the videos) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.5.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. 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. Have fun mapping!
  3. I'm using the version from kcghost. I just tested and I can't see any difference inside the inventory. On the stats itself it doesn't show the different loot types (still seen in the inventory), but instead gives more info on stealth score. Edit: I see Dragofer made an updated version of his script. I have to check that out. Edit2: That version works: https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=21272&key=02755164a3bed10498683771fe9a0453
  4. @stgatilov, you said, RE string comparisons: I'm unclear if you are referring just to changes you made in 2.11. I think equality testing of two strings (one of which is "text") was working and is a good and expected capability, and should be supported. Including against an empty string. I noticed in your bug activities that you did remove some comparisons with ... == "". I see you also removed string concatenation with "\". No problem, but does that mean multiline macros are no longer a thing? (If so, I'll need to change some examples) BTW, the series so far hasn't really tried to cover the 2.11 changes, since I figured it's a work in progress. But since you did a great deal of GUI work in July, perhaps it's stable enough to try to consider it. I see the logs listed in bugtracker, but don't have access to the private forum threads mentioned there: https://forums.thedarkmod.com/index.php?/topic/20526-gui-refactoring/&do=findComment&comment=477179 https://forums.thedarkmod.com/index.php?/topic/21535-order-of-evaluation-in-expressions-materials-and-gui/ (Nor do I have SVN currently set up on my newer machine, for changelogs from there.) Any place else I should look?
  5. Here's a little proposal for expanding the Dark Mod Universe Lore: Why? Cause I think the current Lore is too safe. The game needs more extremes for inspiration, more shock value and more controversy. Taquito is all about controversy and making people talk. 1. Plague: As part of the Deus Ex winning formula. The Dark Mod needs a specific Plague (Dark Plague, Dark Death?) As an invisible yet present enemy in the subconsciousness of the player's mind, adding atmosphere and much more dreaded feel in the game as well as a great element for Artistic Direction or Aesthetic element. -Piles of bodies or infected burned bodies appear all around in the city. Infected were often thrown out of the City gates or escaped to the sewers. -The ones with infected families could not go out and have their houses marked with red paint. ____________________________________________________ 2. The most Precious Material: Bridgeport should gravitate towards a precious gem or material that is the most important for the empire. This precious stone, gem or material is both mined and directly sent to the Empire. Failure to administrate this good correctly is considered death and its a vital item for the Empire's growth. Highest priority of the Empire. -Mine workers are often caught carrying this and are immediately executed (hanged or burned alive). -All sort of thieves are also caught, even some disguised as priests carrying the precious material inside sacred small wood statues. -Every one getting in or out City Gates are checked for carrying this precious material. -Captured Pagans are often used to mine this precious material in concordance between Builder Church and Empire _____________________________________________________ 3. Slavery: Pagans Pagans are considered the scum of the Land according to the Builder Church. Often hanged or burned alive. The Builder Church has no mercy on heretic Pagans. -Pagans often live inside City Gates hiding their identities. Whole families pretended faith to the Builder but hide their stone figures inside chests deep inside their homes where they practice their heretic ways in secrecy. -Pagans living inside Gates often use last names relative to stones or flowers in order to identify between themselves and often talked or wrote in codes to communicate with each other without raising suspicion. -Being related or coming from a Pagan Family no matter how long ago or how far back the traces are is frowned upon. _____________________________________________________ 4. Moors: Like the Dutch to the Spanish. -Enemies of the Empire. Moors look for ways to access this precious material and will pay huge amounts of goods in order to attain a piece of the cake. -They look for ways to sabotage the empire and often use thieves to do so. -Their ships are often located in hidden bays far from the City waiting patiently for the arrival of anyone capable of bringing them the precious item out of the Gates. -Moors are looked upon as Pirates to the Empire. A pest hungry for the precious gem but not strong enough to be considered a threat to the Empire. ___________________________________________________ 5. Witches/ Necros: Same thing -Instead of making Necros who lived far secluded from the City. Making a similar approach to the Pagans yet combining the Necromancy and Witchcraft altogether. -Witches live secretly inside City gates, have a secret sect where they service their evil God. (have to come up with a name) and believe to be an active element into bringing this evil being back from the pits of Hell by indirectly creating havoc and building this Perfect and powerful vessel out of human parts. -Witches often service noble people in secrecy with weird concoctions or powerful love potions to clients with deep pockets. -Due to the nature of their work and the constant threat of the church, witches often ask for help to thieves in order to collect these parts or simply make a quick hand if they become victims of black mail by an unsatisfied costumer by placing a diabolic or pagan figurine into their ex clients abodes and making sure the Inquisitor gets a hint. -Witches and Necros often act as the most devoted Builder believers or even act as priests of the Church. They like to be close to the enemy and they take great joy in their bold activities. -Witches and Necros are the smartest (Probably the only ones) of Bridgeport and very hard to cross, deceive or get caught. ______________________________________________________________ 6. Wizards/ Mages: A thing of the past. -With technology, Mages are now considered useless and obsolete. -Mages live far outside the city as Kings of their own castles, more like rustic abandoned castles taken over by nature with no electricity and often in poverty. -Most Mages only live with one Page or one Mage Apprentice who not only cared for the well being of the Mage but the whole abandoned castle. Which obviously were not enough for the big task. These talent less apprentices were often used by mages as personal slaves in exchange for little knowledge given by them. -What mages lack in Guards and Security of their castles, they got in all sort of Magical beings like Fire elemental (should be directly correlated to Mages as their creations) as well as traps to guard their precious treasures. -Mage castles often have precious antiques or artifacts highly priced by Nobles and Moors. So it shouldn't be a surprise to see thieves in the look for special items. ___________________________________________________________ 7. Prostitution: Cause it's necessary (Jobs) -Prostitution is a vital part of Bridgeport's economy. Considered ilegal by the Empire, yet pretty much ignored by law. -Even if its frowned upon by Church. It seem to be a way to keep the women of good from the clutches of lust and dark desires of men. -Prostitutes work in taverns and are busy all day and night. Often had a bucket of dirty water beside the bed to clean up in between clients so they don't get ill between the legs as they say in Bridgeport. -Most of the clientele are Guards, Noblemen and even Builder Priests who visit way late at night were most clients are long gone. ___________________________________________________________ 8. Vampires: Cause why not? -Some say Vampires live deep hidden in the Sewers below the city and are secretly organized. -Vampire attacks are often reported -Not much is known or talked about of this tho ______________________________________________________________ 9. Racism and Classicism: Slavery -Obviously wealth is the most important thing in Bridgeport. -Having a name is almost as important. Being the daughter or son of General this or Sargent Mayor that can get you places. -Marriages are arranged by class level. Marriages between social classes are frowned upon and extra marital Romances and Love stories with different classes are topics of romantic novels and gossip. -Having a Pagan or Moor in your blood line is a stain in the family and it will be kept secret, if not, it will be constantly reminded by society. No matter how far back it was. -Pagans are the scum of society. Often used for service or slavery. ________________________________________________________________________ 10. Miscellaneous stuff - People were just dirty. They rarely took baths and used a concoction of herbs to keep their breath fresh although still dirty for special occasions. - Women of good hated Prostitutes but had to keep quiet about it in fear to be left alone by their husbands - Women with good families, wealth or name will marriage first. Not being married past a certain age is almost as being cursed - Pagans spoke their own dialects and are seen as the same thing even if they came from different tribes. - Pagans who worked as service in a nobleman family often mixed certain herbs with food to make them sleep deeply in order to make their heretic activities at night without getting caught. - People actually believed in ghosts and all sort of stories. (Ghost can serve as some sort of envisioned element or clue to a story or path. Similar to System Shock or other games). - People often trusted and often wrote complaining letters to the Inquisitor or Patriarch way more than the Emperor. The Emperor was more looked upon as mostly interested in exploiting the rich material before mentioned. I think this is it. Hope it serves as point of discussion and in no way it means these elements should be implemented but rather serve as point to enrich the lore. English is not my first language so my apologies if some grammar errors.
  6. I looked but didn't see this video posted in these forums. It's pretty cool.
  7. Announcing the Release of 'Requiem' for The Dark Mod! Download Download the latest version of the Dark Mod here: http://www.thedarkmo...wnload-the-mod/ Download the mission here: Mediafire: http://www.mediafire...u89/requiem.pk4 Southquarter: http://www.southquar...ons/requiem.pk4 Fidcal.com: http://www.fidcal.co...ons/requiem.pk4 Create a folder in your Dark Mod install with the path "darkmod/fms/requiem" and place the downloaded .pk4 file inside. When you load up The Dark Mod, the mission will appear on the "New Mission" page. Requiem can also be found directly using the in-game loader. Gameplay Notes While this mission is playable in TDM 1.8, for an optimal experience please download and play in TDM 2.0 (or higher). Most inventory items in the game can be dropped, so no need to carry them around after they are no longer of any use. Note that If you use noclip or other console commands while playing, there is a good chance that you will break the intended flow of gameplay. Credits Mapping and Readables: Gelo R. Fleisher Voice Acting: Goldwell Additional scripting: Obsttorte Additional textures and assets: Flanders, Sotha, Grayman, Springheel, Bikerdude, Obsttorte Additional map optimizations: Bikerdude Testers: Bikerdude, Obsttorte, Gnartsch, AluminumHaste, Baal, nbohr1more, PPoe Custom Soundtrack: Leonardo Badinella - http://leonardobadinella.com/ Additional Music: Lee Rosevere - http://freemusicarch...c/Lee_Rosevere/ Marianne Lihannah - http://www.funeralsinger.net/ Vox Vulgaris - http://www.last.fm/music/Vox+Vulgaris/ A note from the author Hi all. While I've been involved in indie game development for a while now, I'm first and foremost a writer. My most recent project has been a novella that tries to capture the visual feel and tone of the Thief series (you can find the link below). As I was writing, I found myself playing a lot of Thief and Dark Mod fan missions, and got to thinking that maybe I wanted to make one myself, as a companion piece to the book. When I finished up writing, I had a bit of down time and decided to take the plunge. Having never done any serious mapping before, my plan was to make a small mission that I could bang out in a month or two and call it a day. Well, as sometimes happens, the project got a little bit bigger than I had planned. Ten months, and lots of elbow grease later, Requiem is finally ready for you to play. I'd like to thank everyone who helped pitch in to help make Requiem come alive, from those who took the time to answer my many questions on the forums to those who actively contributed to the FM. I especially want to thank Bikerdude who served as my mapping mentor, and Obsttorte whose clever scripts really turned what was in my head into the game that you are playing. Above all, I want to thank you for downloading and playing Requiem; I hope you enjoy it. Links of Interest Author's Blog: http://gfleisher.blogspot.com/ Companion Novella (Amazon): http://www.amazon.co...k/dp/B00BYEW02M Companion Novella (Smashwords): http://www.smashword...oks/view/298956
  8. It wasn't a "sacrifice", it was a deliberate decision. People wanted the game to be as close as possible to the original, including pixelated graphics. If you ask me, the former version based on the Unity engine looked and felt better. But, hey... I guess I'm not the right person to judge that, as I never played the original, and always found that the art style of System Shock 2 is much better anyway. This also illustrates the issue with community funded games: Too many cooks spoil the broth. In game design, you need freedom, not thousands of people who want you to do this and this and that. Just take a look at the Steam forums and see how all those wimps complain again about everything. Hopeless.
  9. https://www.ttlg.com/forums/showthread.php?t=152224 There is a new mapping contest over on TTLG for the Thief: Deadly Shadows 20th Anniversary and the organizers were kind enough to include The Dark Mod along with all of the Thief games as an options for making a mission to submit as an entry. The deadline is a year from yesterday and the rules are pretty open. I recommend going to the original thread for the details but I will summarize here: Rules: - The mission(s) can be for Thief 1, Thief 2, Deadly Shadows or The Dark Mod. - Collaborations are allowed. - Contestants can use any custom resource they want, though TDM cannot use the Deadly Shadows resource pack. - Contestants can submit more than one mission. - Contestants can enter anonymously. - The mission(s) can be of any size. Using prefabs is allowed but the idea is this is a new mission and starting from an abandoned map or importing large areas from other maps is not allowed. Naturally this is on the honor system as we have no way of validating. Mission themes and contents: There is no requirement from a theme or story viewpoint, however contestants might consider that many players may expect or prefer missions to be celebratory of Thief: Deadly Shadows in this respect: castles, manors, museums, ruins inhabited by Pagans and the like, with a balance of magic versus technology. This is entirely up to the authors, though, to follow or not - it is just mentioned here as an FYI and, while individual voters may of course choose to vote higher or lower based on this on their own, it will not be a criteria used explicitly in voting or scoring. Deadline: May 25th, 2024 at 23:59 Pacific Time. See the TTLG thread for details on submissions and the voting process. Provided I can make the deadline I hope to participate. It would be nice to see the entire community do something together, and expressing our complicated relationship with this divisive game seems as good a pretext as any.
  10. What I understood is that the idea of TDM was born from that it was unclear if T3 would get a level editor at the time. Source: https://web.archive.org/web/20050218173856/http://evilavatar.com/forums/showthread.php?t=268
  11. ------------------------------------------------------------------------------------------------------------ "Beneath the sands of Al Farum lie the desolated compounds of the Clockmaker's disciples. Before they made time itself become uniform, hours and centuries were pouring into the different lands like summer rains - unequally. Some lands, unimaginably ancient, were worn down by wind and sun, while others remained forever young like gardens of The First Serpent, filled with the creations of yet unskilled gods. Travelling helped to not only develop the sense of space, but also the - now forgotten - sense of time currents. That's where the disciples came from - travelers of time's labyrinth, always aware of its imperfections and splits, skilled in recognizing threats that grazes from the outside of time itself. To prevent floods and droughts of time, the disciples went back as far as they could to the source of time and studied it - they were referring to it as the Great Clock, the Clockmaker, the Time Sun - whatever it is, it tends to lose its impact on random locations, causing the land to fracture and tremble. The disciples managed to develop machines, the Great Clock's pendulums, that adjust its work and makes the world appear as we tend to think it always is. But the travelers are long gone now. It is unknown if they failed to foresee a terrible fate that awaited them in their struggle, or if they mastered their art to the point where they decided to abandon this torn apart world, making a great leap to a better one. All that remains are partially operational machines maintaining unseen matter with growing effort. Sadly, it seems that the only ones who can make use of its bizarre manifestations are the wealthy tourists who find joy in the spectacle of balancing life and death, movement and stillness. Simple minds toying with the scales that used to dose the essence of time, they mindlessly throw sand into the clockwork world's gears. The split is imminent and the momentum unstoppable, yet there is no one to foresee it." -------------------------------------------------------------------------------------------------------------- Simple idea of spawning different creatures on enclosed arena - they fight with each other or with you. Default teams are townsfolk and monsters (both undead and spiders). Thieves are on player's side. Pagans, moors and mages on elementals side. download link: https://1drv.ms/u/s!AoIlw2GQnPGZdyRRqJspMgGsi38
  12. This one is really essential: https://www.ttlg.com/forums/showthread.php?t=138607 Should work fine with the GOG version.
  13. 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

  14. Personally I think Moonbo's Requiem FM is about as good as one could wish for in terms of a spiritual successor to the Thief trilogy. The story hits all the important notes, and the level design is uniformly top notch across all the expected axes of stealth gameplay. And there is even a sequel that trailblazes entirely new territory from its predecessor in gameplay, story, and tone. That's just icing on the cake. Indeed there several FMs for TDM that I believe equal or even surpass the quality of the original games' levels. The trouble is how do you discover them in that giant downloader list? Are there other great missions in there that I have yet to find? That is undoubtedly the greatest current weakness of this project. The ability to sort FMs in the game client (i.e. both the downloader and the mission launcher) by date, size, and author would be a great help. Search by keywords or tags and support for grouping missions into collections would also be very useful.
  15. OK, I'll try to rearrange to that directory layout. I'll have to lookup how to do that without screwing up Tortoise. I'm not on that machine at the moment, so I can't check your BTW. I don't remember about "branches", but I do remember a local "tags" directory... don't know if it was populated.
  16. Ideally, you should have checked out "trunk" directory only, so that its contents get into "tdm11dev/darkmod_src" instead of "tdm11dev/darkmod_src/trunk". Do you BTW have all the "branches" and "tags" directories near "trunk" ? Maybe not, because they are still closed for public for some weird reason...
  17. Let me elaborate on this tactic: 1) Postulate some crazy concepts about historical events until one gains a little traction either by morons or people who find it to be an amusing meme 2) Test the waters in different forums and social media spaces to see how folks react to this 3) If the forum crowd is determined to be largely left-wing and rationale, overamplify how "idiotic" people are for believing XYZ and then slowly begin associating these "idiots" with anyone they consider their social or political adversaries until you get large numbers of forum members to rant about right-wing "Trump-tards" (etc) and foam at the mouth about all their political grievances 4) Pretend to be a right leaning person, act like a jerk, and get your posts censored 5) Go to right leaning forums and show them that this "theory" is being censored and see if you can get them to integrate it into the larger narrative of "true things that the left is censoring". ( Eg, add it to the pile of Qanon nonsense ). 6) Return to the left leaning forums to mock the right leaning folks for doing step 5. Mission accomplished, you've entrenched more poorly educated people into an absurd belief system and you've ignited a bunch of left-wing derision against them. This type of agitated polarization works well whether you are Putin, the Republican Party, Democrats, etc. Divide and conquer. Here's a tip: Nobody needs to grouse around about what "idiotic" things people believe. If you don't like people believing dumb things, then create a blog, youtube video, or podcast explaining the topic in easy ( and friendly ) terms to those you wish to evangelize into the world of being "not idiotic". The language of referring to people as "those idiots who believe" is a cancer that we suffer too much of these days with political propaganda organizations such as "Media Matters for America" (MMFA) who basically write a single set of political jokes about a daily topic and feed them to all the Late Night television hosts so that if you don't hear them say "republican person X did \ said this dumb thing" from one late night personality, you surely will hear it from another one and the version of what is told omits any nuance or rational counterpoint. In some cases, the words are out-right fabricated from out-of-context statements or things that MMFA thinks people will believe. Here's a perfect example: To this day, late night comedians treat the incriminating emails on Hunter Biden's laptop as "fake Russian slander" even though the New York Times has corroborated their authenticity and they are DKIM signed. They use the laptop story as a talking point about how Republican's are "pro Russian idiots" even though nobody of either political party would be happy to have the son of a vice president using his father's position to arrange financial scams and deals with geopolitical enemies ( China ). Because the latter information is largely invisible to over 50% of the US populace, it serves as a perfect place for political divide and conquer. If the entirety of mainstream entertainment and news are gonna bury or distort legitimate news stories about their allies, what are the chances that anyone will vote for a moderate "middle" candidate? The left will see right-leaning voters who discuss the laptop story as Russian traitors and the Right will see the left as "idiots" who get all their news from television comedians and insane "woke" SJW blue hairs. Perfectly divisive. People need to stop looking at the proles on the ground and start thinking about all the groups that are trying to pull the strings. So I state again, this is no place for astro-turfers, propagandists, and non-linear warfare. Nobody here really cares about what dumb things are floating through the brains of a small group of internet denizens. If these "idiots" grow in numbers, calling them idiots "louder" will not "cure" them or shrink their numbers. The only thing you will achieve is more entrenchment and polarization.
  18. 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.
  19. 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.

  20. If we're going to have overarching villains in the TDM setting, we should make them reasonably grounded. Even if they're magic wielders - or should I say, especially if they are magic wielders. Overwhelmingly powerful magic and overwhelmingly powerful mages tend to be a bit of a "game breaker" in virtually any fantasy setting, so keeping magic powers subtle is important, IMHO, even with powerful alchemists, or mages, or whathaveyou. (On that note, this video is quite excellent.) Also, we don't need TDM to ape the characters of the Thief series, including the main vllains. I think a good twist on the "evil mage" archetype would be having the occassional mage who is a good guy/gal in essence, or at worst morally gray. There hasn't been much specificity about magic in TDM's setting, but from all the FMs I have played so far, the vast majority avoided going overboard with it as an obstacle for the player or as a storytelling element. About the only generalisation of depicting magic in the TDM setting I can think of, are that the pagan tribes use variations on folk magic or animistic rituals. I have not played a single FM involving the TDM version of mages, so I don't really know yet what their faction is like. Are they fireball-throwers, are they elemental mages like the Hand Brotherhood in TDP, are they quasi-scientific "mad scientist" type alchemists ? I think we need more context on the faction and how it's depicted in FMs, before coming up with any overarching villains. For the aristocracy, making up a major villain is easy: A heartless, self-centered aristocrat with ties to the mob. For the Builders, you can have a severely corrupt and secredly decadent Bishop, who doesn't even take the faith all that seriously. For the pagans, you can have some warlord chieftain with a knack for bloodlust, cunningly uniting some local tribes to do raids and ambushes on the more civilised folk. For the Inventors' guild, you might have a brilliant mind who is either too naive or too jaded to realise he is selling his potentially harmful inventions to the highest bidder, regardless of what the consequences could be. For the mages ? Who knows ? You could have a villain for them, but we need more context about what their faction is like, for good or bad. Springheel mentioned in the past that one of the main efforts in TDM is to keep the setting grounded and avoid making it over-the-top, including over-the-top humour and characterisations. Creating a super-nasty villain carries a bit of a temptation to write him or her in increasingly exaggerated ways. Whether that be insane cruelty and callousness, or things always panning out well for the villain, regardless of actual context. In Thief, you had positive and negative traits in each faction, very often in the same individual characters that represented these factions. It added some complexity to the setting and its conflicts, rather than just having everyone as a scenery-chewing, one-dimensional stereotype. (Admittedly, the main villains were closer to that, but then, they were all insane megalomaniacs, so picking bits of the scenery from between their teeth is par for the course... )
  21. DarkRadiant 3.3.0 is ready for download. What's new: Feature: Remove menu options which are not applicable to current game Feature: Grey-out menu entries that are not applicable Feature: FX Declaration Parsing Support Feature: FX Chooser Feature: Renderer now takes "translucent" keyword into account Fixed: Lighting Mode Renderer draws hidden lights Fixed: Loading map results in "Real Hard DarkRadiant Failure" exception Fixed: Crash when trying to set default mouse or keyboard bindings Fixed: Unit Tests intermittently get stuck on Github runner Fixed: xmlutil thread safety problems Fixed: Some materials aren't displayed correctly Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.3.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. 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. Have fun mapping!
  22. Hi all, me again Now that I've learned how to take screenies on DM (thanks to Aluminumhaste) I wanted to post one that I took but I got an error saying that the image ext that I used was not allowed in these forums, It was .jpg so I changed it to .png and I got the same error again. They're on Photobucket.
  23. Thanks for playing and the kind feedback re: the bugs: the brew tank is a new one - thanks for that. Will add it to the list for any future update. the bow: I think that's a TDM bug. I experienced it as well, but only the early days of developing the mission so I thought it had gone away, but I guess not: https://forums.thedarkmod.com/index.php?/topic/21345-210-crashes-may-be-bow-frontend-acceleration-related/ the keys on the guard: never did get to the bottom of that one as I could never reproduce it.
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