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The real St. Alban was a pagan who became a celebrated religious personality, this All Saints Day 2010 The Dark Mod places its own spin on this mythical figure. Screenshots: Intro: "'Business' has been slow lately, even more so after most of my gear got snatched during a Watch raid... I've since been forced to hit the streets and pick pockets for a living. But my luck was about to change, last night I was approached by a red hooded figure with a proposition... As we sat down in a dark corner of a nearby inn, he told to me that the Builders of St. Alban's Cathedral in the Old Quarter had recently unearthed a discovery that might lead to the final resting place of some saint." " But before I do anything, I need to get my tools and stash from the evidence room at the local watch station." "with the hawks, doves will congregate they will drop honey from the cliffs wine will surge over the earth the sheep will wander harmlessly with the wolf then the wicked will rise, but to retribution" - 'scripture of St Alban' There is a new version out now, see the following thread St Albans Cathedral version 1.6 Build Time: about 2-3 months. Thanks:- Huge respect to the Dark Mod team for such a great mod and for all the hard work they put into it and continue to put into it. Special thanks to Fidcal, Serpentine and others for their help on the forums and to Testing:Ugoliant, Baddcog, Grayman, Lost soul, Bjorn and Baal (for doing all the Vp work in the town. Readables: Ungoliant and Mortemdesino for all awesome work on the readables. Resource: Fids, Grayman, Ungoliant - guis, models & images. Misc: Loren Schmidt - the author of the map I based the cathedral on. Info: # Like Thief2, some things are climable, pipes, wall vines etc.. You can also drop some of the keys, some door that are frobbabe mean there is another way inside - explore u taffer! # Due to TDM being a lot more of a resource hog than T2 I have been forced to limit the number of Ai in the mission, but they have better placement than my last mission. # On all difficulty levels the player starts with vertualy no tools/weapons, there are weapons to be found - read, read, read! # For the love of all that is holy, read the briefing otherwise you will problems completing the mission. Known issues:- # This mission will have less than optimal fps at a few points on the map, mid range DX9 card(X1900/GF7800) or higher required. # On low end PCs I recommend, V-sync is off, AA is off, Aniso is 4x or lower and that any and all background apps are closed.
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Welcome to the forums! Please feel free to ping me via forum chat.
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If they dont contact you, there are locations where you info about this game. For example: wiki.thedarkmod.com and https://en.m.wikipedia.org/wiki/The_Dark_Mod Forumtopic TDM in the news. https://forums.thedarkmod.com/index.php?/topic/15109-tdm-in-the-news/
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That is just about the method I've arrived at. I started a new test story where I told it a set of rules (British spelling, use n-dashes with spaces, etc.) then told it my rough idea for a scene (I write in scenes anyway then form chapters from related scenes, so that was fine.) I then told it to create the scene but don't display it, then check it against the rules and correct it, then display it. This worked well for several scenes but I just noticed my latest scene is back in American English with an m-dash in there with no spaces. So I asked it to display rule 15 (the one about dashes) It came back with corrupted nonsense about different number rules I hadn't even invented! And it said there was no rule 15! So clearly it only remembers back a few messages. So I've decided to continue by giving it the rules every scene. That's just a matter of copy/pasting in from my text editor so not too much trouble. I will also need to start a new conversation say every 3 or 4 scenes, post all the (relevant) scenes so far, then continue. Your shared chat looks really good and an amazing length! That's all one conversation? And what is that openAI shared service? How do I access that to post and read other stuff? I didn't know it existed. It's got a button to continue the conversation. Does that mean anyone could join in that thread?
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This is actually a rather old request that we encountered often shortly after going standalone in 2013. Hardcore GNU\Linux folks, especially those who use Debian, think that all open projects should use GPL v3 licenses with full "Libre" licensed content ( Creative Commons ). The goal is that open projects should be a shared resource that no single person or group regulates and can be used for ANY purpose without fear of prosecution or litigation. The primary motivation is "extreme paranoia". Any license restriction is seen as a potential trap that could unintentionally jeopardize contributors or users. For example: Imagine that I create a blog where I review darkmod missions and earn advertising revenue by visits. Through a very convoluted legal premise, the owner of non-free assets used in TDM could claim I owe them revenue since their license doesn't allow "any" commercial exploit of their work. Likewise, the owner of an internet cafe where the game is played might owe the asset owner their revenue. The ISP that made the asset available to it's subscribers might owe them too. The overarching theme is that copyright scope is not clearly defined and can be perverted to sabotage open projects. A fully Libre compliant project is immune to these risks. People who want their favorite projects to be easily available in GNU\Debian evangelize this type of license change. The problem is that most TDM contributors would strongly object to allowing their work to be used by 3rd party commercial projects, especially if those 3rd parties simply rebranded darkmod and sold it as a game in an app store. Even if that were a palatable eventuality, it would also make Embracer Group ( current owners of Thief IP ) more inclined to attempt a legal take-down of our project. A Libre version would need to be a fork that is maintained outside our community so that we can still clearly state that we prohibit all commercial usage. Debian and other similar distros need an easy way to allow users to install projects that are strictly non-commercial rather than forcing all open projects to permit 3rd parties to resell their work.
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(about : tdm_loot_stealth_stats.pk4 ) thanks for your comment --- hope you or someone else will put it on the teams " to be discussed - List " I have another suggestion : how about the possibility of locking a lock with the lockpicks that would be a way for ghosts / sup.ghosts to leave places without leaving a trace of their appearance ; while the other way around : a chest / door / box .... remains open , you would have to keep a key that you found in a room that you entered through a back entrance , and can leave through the door (which can only be opened with the key - could then be locked with a lockpick ) ???
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Difficulty doesn´t need to be in relation to objectives ! (for me ..) it´s a way of playstyle - to make it more challenging . all ears ? : On easy - mappers could give keys - to open doors quickly - while on hard you need to picklock And besides, this place could be more illuminated (or you have less time before the next NPC comes) So there could be more or less shadows in every place to hide in or a carpet on the floor or not Maybe a window is harder to reach (on easy there is a box nearby - on hard not) ....... sure - this all has to be planned and is additional work for the mapper and will need different maps on different difficulties no-kill , no-ko (or kill/ko all of them/this team) is just a quick and easy way to give a different setting . Maybe you're just asking for objective solutions? --- there are always opportunities to set additional goals not to be heard or seen Find the secrets Don't go down this path Do not touch the ground Leave something in a specific place often No-Kill, No-Ko is just enough --- when it will really be harder to fulfill
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StrMagicLight (Needs "Bloom" "On" in the advanced Video menu) In the dark days of winter we all need some light. With the new " Magic Candle" and " Magic Torch" lightbulbs making light is not only very efficient but also very appealing. In this set you not only get the new lightbulbs with revolutionary spiral filament, you will also get three different wallmounts, a chandelier, an outdoor lamppost and a matching switch. It includes prefabs, entities, models, materials, skins and even the original worldspawn by loading the .map file in dark radiant. Put the whole StrMagicLight folder in fms, select mission StrMagicLight, open the console (ctrl+alt+~) and enter testmap StrMagicLight to see them in action. (Beware of low fps because there are too many lights in the map, but you can switch them off.) StrMagicLight.rar
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Fan Mission: Down by the Riverside, by Dragofer (2016/09/25)
Dragofer replied to Dragofer's topic in Fan Missions
Thanks for the heads up. Combining the two FMs into the same archive is troublesome because they will try to share assets that are different between Tales of the Riverside and Down by the Riverside and will therefore break each other. I've changed the download link to one that I know should work. The book has a few hidden objectives attached to it that get completed when you reach certain pages. In any case, it's probably better addressed in the tech support forums and will need a copy of your savegame to trace back to what's causing the crash. -
It definitely sounds like instancing would help on outdoor maps with lots of trees / bushes / rocks. We don't have many of them at the moment, likely because performance is already a concern given the difficulty of vis-portaling huge open spaces: This could perhaps help improve that, since if an open field only has trees and rocks repeating the same mesh this might reduce the impact of large portal rooms enough to make it bearable. Of course lighting would remain a concern since instancing doesn't save you from the need to calculate each object and shadows in their own draw call, you'd need to add just a few torches to such a place. Other things might still tank performance in this scenario, but still it's a nice thought: I'm sure I'm not the only one who imagined what giant nature spaces might look like in a TDM FM.
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Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"
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Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.
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How old is everyone? Go vote in the Poll: http://forums.thedarkmod.com/topic/19946-how-old-are-you-anonymous-poll/
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With the functionality I'm hoping for, tabbed maps would be opened when DR starts and stored in memory so clicking between them shouldn't imply any noticeable slowness. It's like tabs in web browsers like Chrome or Firefox: If a tab is there the website is already loaded, clicking to switch between two open pages doesn't reload them each time. At very worst all assets in use should be loaded and retained in memory just once. Thus clicking on a different tab doesn't cause DR to load or unload anything; Any asset used by any map in any tab remains loaded till the last map to reference that asset is closed.
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FM : Winter Harvest v2 by Bikerdude and Shadowhide
datiswous replied to Shadowhide's topic in Fan Missions
I encounter this: Maybe the door warning is unrelated, but I can't seem to open the door. Edit: seems unrelated. Edit2: Never mind, I got past the door.. It's just completely illogical (to me). -
I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
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As far as I can see from looking at the source code (and in agreement with @nbohr1more that FM "Version" is not parsed), the New Missions popup is just showing lines* associated with FM darkmod.txt "Title:" fields. So I guess what's happening is that you edit your darkmod.txt like this: Title: In Plain Sight <enough spaces here to wordwrap to next line when displayed> Version 1.3 Then, in the main mission list, because of all the spaces, the "Version 1.3" won't appear due to clipping. Assuming that's what you want. *It also starts with #str_02143, "New Mission(s) Available" in English, and if there's more than 3 new missions, stops listing them and just says so.
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Fan Mission: Down by the Riverside, by Dragofer (2016/09/25)
Dragofer posted a topic in Fan Missions
http://i.imgur.com/CYPljmM.jpg The fisheries have had a bad year. Unemployed roam the streets and crowd the pubs. The merchants sleep with one eye open and keep a tight grip on their property amid the unrest. A thief, even a skilled thief like myself, has a hard time finding good, worthwhile work. I began looking for more... unusual tasks. I set my eyes on Thornton Hall, remote and cut off from the outside world. These outlying manors are difficult to find, let alone reach, but they're bound to hold precious trinkets and family heirlooms untouched by anyone. Not few are said to be haunted by one dreadful apparition or another. But it's common for the lords themselves to spread these rumours, to keep unwanted visitors away. This mission is in two parts. Once youre done with the first, on to the next. Changelog, v4, December 5th, 2024: Changelog, v3, December 14th, 2016: Changelog, v2.5, November 23rd, 2016: Changelog, v2, October 27th, 2016: Notes In response to a question about the relation of this mission to One Step Too Far: This mission started its life as a standalone mission for a Halloween contest, so it takes place in a different setting and begins with its own story. There is, however, a strong link thatll become apparent during the mission. From a mapping perspective it contains areas and ideas that I had originally intended for Of Brambles and Thorns, which is the bonafide sequel, but realised that they wouldn't have space there anymore. So this could be described as being neither sequel nor prequel, but certainly a part of the series that began with One Step Too Far. Solutions Part 1 Part 2 Credits Inspiration, Story: The Terrible Old Man by H.P. Lovecraft, a short story which leaves much to the imagination. Inspiration, Setting: Right Up There in the Mountains by Troutpack, a fan mission for Thief 2 which left its mark. Betatesters Round 1: Abusimplea, ankai, Ryan101, Oldjim, bikerdude Betatesters Round 2: nbohr1more, bikerdude, crowbars82, jaxa, dunedain19 Custom voice work: AndrosTheOxen, bikerdude, Goldwell Custom models: Atheran, epifire, Dragofer Custom paintings: Airship Ballet Custom AI path setup: Sotha Custom ambient tracks: gigagooga, spady, bottle_rocket_fx, dobroide, Dragofer, augustsandberg, bosk1, 01sound Custom sound effects: kyyrma, cgeffex, speedenza, cabro, joelaudio, robinhood76, klankbeeld, benjaminharveydesign, vate Subtitles: datiswous Bikerdude for not allowing me to stray from the highest standards and perfing troublesome spots John Atkinson Grimshaw, Ivan Aivazovsyk and William Bradford for paintings used in the briefings and loading screens- 145 replies
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What's the benefit over having multiple instances of DR active? I guess copy pasting stuff between maps if that's possible would be handy. Currently you have to have everything opened in the same map and then export to map or prefab. Edit: Actually you can already copy paste stuff from different opened windows of DR. Although not with shaders. For that you could open the surface inspector and copy the url.
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Here's my first FM. A small and easy mission, inspired by Thief's Den and The Bakery Job, where you must find and steal a cook's recipe book in order to save a friend from going out of business. Download (version 4): Mediafire (sk_cooks.pk4) TDM Website's Mission Page The in-game mission downloader Thanks to: The people who helped me get this far, both in the forums and on Discord. The beta testers: MirceaKitsune, Mat99, Baal, wesp5, Cambridge Spy, jaxa, grodenglaive, Acolytesix ( Per the author in the beta testing thread. ) Skaruts has given permission to the TDM Team to add Subtitles or Localization Strings to this mission. (No EFX Reverb.) If anyone from the Community or TDM team wishes to create these we will gladly test them and update the mission database.
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Different thing, though a better way to find and focus on entities would be good too. The annoyance I'm hoping tabs would solve is that it's hard to edit multiple maps at once, you can only open one at a time which needs to load and you lose your undo history and selection and more, this would make working on some things in parallel easier.
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http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing Anyone want to betatest a horror fm?
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Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
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I'm happy to present my first FM, The Spider and the Finch. There may be a spider, but no ghosts or undead. It should run a couple hours. It's now available on the Missions page or the in-game downloader. Many thanks to the beta testers Acolytesix, Cambridge Spy, datiswous, madtaffer, Shadow, and wesp5 for helping me improve and making the mission to the best of my abilities. This would not be have been possible without Fidcal's excellent DarkRadiant tutorial. Thanks also to the many people who answered my questions in the TDM forums. Cheers! 2023-12-13 Mission updated to version 3. Fixed a bug where the optional loot option objective was not actually optional. Updated the animations for Astrid Added a hallway door so the guards are less likely to be aggroed en masse. 2024-05-31 Mission updated to version 4. Adjusted tower guards Added voices for conversations Improvements to objectives 2024-07-12 Updated to version 5. added dialog subtitles small bug fix
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It's hard. I see what you are thinking about is a "bullet point" pattern, with or without a bullet point character. For that case, I suppose what we are trying to detect is: - the line starts with the bullet point pattern - a "J" character (say) with a shortened spacing, is somewhere in the line. - the line itself in the xd file is long enough to force a word wrap (let's just think about a single wrapping here) - the author assumed a particular word wrap point, and put in extra spaces in mid-line, immediately at the wrap point, so as to indent the latter part of the line, aligning with the indent of the first part. - the shortened-spacing J screws up the resulting alignment. Probably would need a script/program to winnow this down... ideally, that algorithm could also restrict attention to just Stone font. I'm OK with putting such an effort off for now, maybe revisiting it for 2.13.
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in retrospect an ultrawide is probably better for working with many open windows since it takes away the need for having dual monitors.