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  1. https://www.moddb.com/mods/the-dark-mod/videos/the-way-to-black-heart-manor It looks like the original video might be lost or very buried, but here's some details for it. Posted September 9, 2008 6:43 duration 720x576 resolution "The Way To Black Heart Manor" TDM_BLACKHEART.avi Just kidding, it works on ModDB, the first browser I tried didn't load it. https://cdn.dbolical.com/cache/videos/mods/1/4/4000/encode720p_mp4/TDM_BLACKHEART.avi.mp4 I downloaded. >100 MB, a bloated re-encode of the ~50 MB original. Same 720x576 res.
  2. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  3. TDM Modpack v2.7 released in the opening post One more maintenance update. None of the changes are critical therefore if you are happy with v2.6 you can stay at v2.6 until you are ready to update. Non-critical bug-fix: Paintings that have a replacement were not spawned upon frob. Non-critical bug-fix: Wrong reference in tdm_loot.gui. Minor revision of the MANIPULATION skill. The "Footsteps on Water" sound mod by SeriousToni is now integrated into the main Modpack. Regarding the latter, I planned at some point to provide an alternative sound mod - at least for the footsteps - but I scrapped the idea because I noticed sound files and audio files have been tailored over time to fit different needs in different ways and I realized that I would have ended up editing too many large sound files to allow for few changes. You can find the download link in the first post on this topic. ------------------------------------------------------------- I have some more ideas I would like to see some day realized. Some of the ideas might not be for everyone and I would like to present them separately but, unfortunately, I am limited by the fact that as of today there can only be a single tdm_user_addons.script, meaning we cannot easily mix and match different mods. I am afraid things will slow down from now on. What's the general opinion about the existing standalone mods? Are standalone mods good for the present and future of TDM? Should TDM embrace a proper mod ecosystem to allow the modding scene grow and evolve?
  4. For the 3d modellers who want inspiration or examples, i found some great 3d human models in D3 mods. Like Jill Valentine from resident evil: https://www.moddb.com/mods/ruiner/news/jill-valentine-player-packs-released Doom Slayer, Scarlet Rivensin https://www.moddb.com/mods/ruiner Arx: end of sun https://www.moddb.com/mods/arx-end-of-sun
  5. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  6. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  7. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  8. config file attached. No mods installed. Darkmod.cfg
  9. I make automation script which draws bow for 0.1-0.85 seconds (with 0.05 sec increments) every 3 seconds. The SVN version does not crash. Perhaps I should take your config file and retry on 2.11. Also: do you have any mods installed?
  10. I've mentioned a few times before, I'm a big fan of old Half-Life 1 mods, especially the They Hunger trilogy. But the sad thing is, Half-Life is an aging game, albeit with a meme fanbase. Not many people in the newer gaming generations are familiar with these great games simply due to them being mods for other old games. So, I want to try and share that special, magic feeling I got going through the adventure in the County of Rockwell the first time with a new generation of gamers. But I'm not good at modding myself. My question basically boils down to, how much would I be looking to cough up in dough to pay a programmer to recreate the They Hunger Trilogy in a newer, more advanced engine?
  11. I am not sure but I believe that ReShade offers a temporal or morphological AA solution which might be much cheaper than using in-game MSAA. Given your high screen resolution, I am surprised that 8x MSAA isn't sufficient. One thing that MSAA doesn't cover is shader aliasing and transparency so cranking up to 16x won't help there. If ReShade doesn't have the needed options, you can also try forcing AA in your Nvidia driver settings. People complain about the blurry nature of FXAA but with really high pixel DPI it should have minimal degradation to image clarity. Try setting MSAA to 4x and forcing FXAA for transparency coverage and see if the results are acceptable. Depending on your aptitude with ReShade settings you might prefer it's SSAO and lighting mods... but I will humbly submit that you can improve the sense of scene depth with my own Fresnel Mod: https://www.moddb.com/mods/the-dark-mod/addons/fresnel-mod-211-unofficial Also you can achieve something similar to the ReShade HDR by modifying the r_postprocess cvars : https://wiki.thedarkmod.com/index.php?title=Advanced_TDM_Visuals_Tweaking Setting r_postprocess_colorCurveBias to something like 0.2 or 0.25 should make the game look more like your ReShade screens but obviously ReShade has many more customization options for color behavior so you have more control there ( with some additional expense due to increased shader parameters ). Note: Some options from that article are gone in favor of a newer bloom implementation controlled by r_bloom settings.
  12. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  13. Currently, to see the Downloadable Version number from the TDM menus, well, it's kinda buried. You have to go to the Downloadable Missions list, select an entry, and in the popup left screen, under details, select More.... That shows you info in the internal local "mods" array. Including the Release Date. When you select from Available Missions instead, the info in the left screen comes pretty much from darkmod.txt Proposal - make that display code smarter: if the selection is one that was earlier downloaded (e.g., is in mods[] ), instead of displaying "Version: ..." from darkmod.txt, instead show "Downloaded Version ## Released on <date>"
  14. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  15. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  16. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  17. @mods could you please fix this glaring issue which I posted about before? @Araneidae sorry for derailing your topic.
  18. Load order of mods is normally a thing. Try renaming "tdm_loot_stealth_stats.pk4" to "z_tdm_loot_stealth_stats.pk4" so that it "loads" after the Modpack (in some games relevant mods must load first, in other games last, and the latter is the case for TDM). EDIT: I just tried and it worked. F3 doesn't do anything though.
  19. TDM Modpack v3.0 released in the opening post Version 3.0 is a major revision of all mods so far included in the Modpack, the consolidation of all the work since the inception of the pack. There is nothing brand new but important changes and improvements. Let's have a look. The Shadowmark is now a Tool The Shadowmark (deck of cards) used to be a Skill but it now is a Tool and you will find it in the Tools category. No changes in its functionality. autocommands.cfg In v2.4 we reserved F1 and F2 for mods and in v3.0 we extend the support to F3 and F4. F1: Cycle through the Skills category F2: Cycle through the Tools category F3: Switch between Loot and Stats F4: Direct shortcut to "Penumbra" Quick access to Penumbra is something I always wanted to have and it is offered out of the box. The rest of the abilities can also have dedicated keys if you wish. Have a look to the autocommands.cfg file included in the pack and have it your way. You can, in example, set the "Alchemy" skill to your current "Broadhead" control key (normally number 3). Statistics update in real time I find myself trying to ghost more often than not nowadays. I normally give up at some point but at the beginning of a mission I try my scores to be zero for as long as I can. The statistics now update in real time meaning you can have the stats on screen for as long as you need them. Press F3 repeatedly to quickly access the Stats. Whistling There is a flaw in The Dark Mod: if you set AI Hearing to "Nearly Deaf" throwing objects or using tools such as the Noisemaker or skills such as the Whistle are useless. The problem I find is that setting AI Hearing to "Forgiving" can also have mixed results in this regard. The whistle receives an update and now the more you whistle, the more attention your whistle draws. If AI doesn't react to your whistle just insist a little... Alchemy - Dangerous Moonlight powder Flashbombs aren't reliable: AI must be looking in a certain direction and players can't tell where the Flashbomb will land. The Moonlight recipe gets a little update: A high concentration of the active Moonlight mixture causes a burning sensation to the eyes. This means if players want to purposely blind AI they will have to fire the arrow to their feet or directly to their body. All this regardless of whether the player has Flashbombs or not. This side effect is not intended to replace Flashbombs but to demonstrate Flashbombs could be fun if implemented properly. Warning: firing many Moonlight arrows to a same spot can decrease FPS temporally. Mantle while shouldering bodies This mod will eventually be decommissioned since community member @Daft Mugi is officially bringing the feature to TDM (yeah). In v3.0 of the Modapck I restored the ability to jump while carrying bodies to be inline with Daft Mugi's vision. What's more, the mod will automatically stop working if a 2.12 dev/beta/release is detected. ---------------------------------------------------------------------------- This should be all for some time. Thanks to everyone who contributed in some form or another. Here is the full changelog: ============================== v3.0 - New release ------------------------------ • The Shadowmark (deck of cards) is no longer a skill, it goes now into the Tools category. • STATS INVENTORY MOD v1.1: Statistics update in real time now. • autocommands.cfg update: - F1: Loot / Stats - F2: Tools category - F3: Skills category - F4: Direct shortcut to Penumbra • PLAYER SKILLS MOD - OBSERVATION v1.2: Improved "sliding door" detection and other minor changes. • PLAYER SKILLS MOD - DISTRACTION v1.3: The more the players whistles the larger the sound propagation. • PLAYER SKILLS MOD - MANIPULATION v1.7: - Support for some gas flames (can be ignited only). - Support for the candle sets found in "Seeking Lady Leicester" mission. • SHOULDERING BOOST MOD v1.1: Ability to jump restored to be inline with the forthcoming 2.12. • PLAYER SKILLS MOD - COMBINATION v1.1: "Moonlight" arrows now blind AI. Cheers!
  20. 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

  21. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  22. Hey Snatcher, I'm glad you like the FM! Thanks for the feedback. I want to note though that we didn't change the frob distance on any of the doors. If you are playing with unofficial mods or patches, there are scripts in this FM that could potentially break those, such as the frob_loot script. Again, I'm just going to reiterate that we do NOT recommend using unofficial patches or mods for this FM
  23. @stgatilov I can reproduce this bug. TDM 2.11a. No mods. There isn't a specific mission, spot or situation but I identified some patterns and I eventually get the game to crash. In tdm_weapon_arrow.script I get the last print out in the console right before this sys.wait(). TDM then crashes. This perhaps doesn't mean much because many things are going on elsewhere at this point in time. I don't want to go the enable/disable settings route to further troubleshoot the problem: I can make the game crash. How do I get more more info for you from, I don't know, the binaries? Windows event log: Faulting application name: TheDarkModx64.exe, version: 2.0.11.0, time stamp: 0x63d6c10d Faulting module name: TheDarkModx64.exe, version: 2.0.11.0, time stamp: 0x63d6c10d Exception code: 0xc0000005 Fault offset: 0x0000000000415e1f Faulting process id: 0x26f4 Faulting application start time: 0x01d9d66c90204ea7 Faulting application path: H:\GAMES\The Dark Mod\TheDarkModx64.exe Faulting module path: H:\GAMES\The Dark Mod\TheDarkModx64.exe Report Id: 3f3944ab-8451-4c1b-835a-11c984202c47 Faulting package full name: Faulting package-relative application ID:
  24. The way I see it is that when playing a game for the first time players always play the vanilla version. Exceptions are when a game is known for critical bugs or old enough that requires a fix or patch to run properly but regardless, players don't mod games on their first run. Now, playing a game a second time opens up a whole new scenario and here is where mods spice things up: play the same but differently. Here is an idea. The Augmented are qualified players from a future, cyberpunk era. Augmented participate in simulations by impersonating a character and in the Mircea complex the Augmented line up for the upcoming Tournament: The Dark Module. Equipment, mechanics and rules differ from module to module but all games share the same, single goal: complete a simulation as fast as possible. Now, if you like this premise then the Augmentation Mod must be built around the one rule: get to the Mission Complete as fast as you can. In order to make the most out of the limb damage system I suggest a kind of weak character with outstanding healing capabilities. And since the mod is about speed I suggest players level up or level down in accordance with how much they run.
  25. Hi MirceaKitsune, This whole thread mainly is about the TDM Modpack (I acknowledge the title can be misleading). This probably isn't the place for the Keypad but you and your mod are welcome here. The TDM Modpack is limited to mods that can be used right away and with ease by players in existing missions. Your keypad must be thoughtfully and carefully integrated into a map therefore such mod isn't suited for the Modpack. @wesp5's Unofficial Patch includes, among other features, tools for mappers such as a flint, an invisibility potion... and even prefabs although I am not sure if these are new or updated versions. I can support your work and I am happy to try and collaborate where I can but having a mod formally integrated into TDM is out of my reach. Either you have the contacts or you get lucky and your mod is found of interest by someone with the knowledge and/or the power. I would definitely like to see your Keypad featuring in future missions and while I can hardly put two brushes together in DarkRadiant I will have a look at it. My suggestion to increase your chances is to provide a small test map along with the mod to showcase your work. Why you talented people aim so high. Build something small that is complete on its own. Release. Expand your something and make the current whole complete on its own. Release. Expand...
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