Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/petike the taffer/'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. Operating System: Kubuntu 22.10 KDE Plasma Version: 5.25.5 KDE Frameworks Version: 5.98.0 Qt Version: 5.15.6 Kernel Version: 5.19.0-38-generic (64-bit) Graphics Platform: X11 Processors: 4 × Intel® Core™ i5-5257U CPU @ 2.70GHz Memory: 7,7 GiB of RAM Graphics Processor: Mesa Intel® Iris® Graphics 6100 Manufacturer: Apple Inc. Product Name: MacBookPro12,1 System Version: 1.0 when i started the game there is no sound and the sound is working fine on the other parts of the system.
  2. Hey there, young taffer.

    1. Show previous comments  2 more
    2. datiswous

      datiswous

      I was fairly recently in Dortmund btw. visiting the beer museum (the small one).

    3. STiFU

      STiFU

      That's cool. Were you just here on a trip or do you live close by? Where are you from?

    4. datiswous

      datiswous

      I'm from Amsterdam, but used to have a relationship with someone from Hagen. I visited them during the weekend.

  3. Dear ChatGPT, What are The Builders in the Dark Mod?

     

    The Builders is a popular game mode in the video game community called "Dark Mod," which is a fan-made tribute to the classic "Thief" series of stealth games. In this game mode, players assume the role of builders who construct structures in a dark and ominous environment while trying to avoid detection by patrolling guards.

    The Builders game mode is unique in that it offers players the opportunity to create and design their own levels using the in-game tools and resources provided. Players can experiment with different building materials, construct intricate traps and puzzles, and create their own unique gameplay experiences.

    While The Builders game mode is not an official part of the Dark Mod, it has become one of the most popular and well-loved aspects of the game, thanks to its emphasis on creativity, strategy, and stealth.

     

    You guys did not know that, did you?

    1. datiswous

      datiswous

      Quote

      While The Builders game mode is not an official part of the Dark Mod

      Ehhh...

      After seeing 2 different versions of the Builders blocks (the mission by Jesps and an asset made by @MirceaKitsune that I can't find anymore), I'm now intriguiged about a new in-game Builder game.

       

      Btw. You should ask about maps. Because there are 2 types of maps in TDM (map file and in-game navigation map).

    2. jaxa

      jaxa

      The chat bots that can Google/Bing and pull in info to answer might actually get it right.

  4. TDM Modpack v3.6 released!

    Check out the new Flash Grenade Mod.

  5. The day of reckoning is upon us.

    The day of... forum login changes.

    1. thebigh

      thebigh

      Glad to see the end of that big orange banner that kept coming back no matter how often I closed it.

    2. SeriousToni

      SeriousToni

      Yeah the big banner finally is gone and I always love to see updates to the forum software. I would bring myself up as a co-admin to keep the site and features useful and up to date (as a web designer by profession) - but I am not sure who runs the forums.

  6. "The Rats Triumphant", By MELAN. (The sign is on 'shop door - building next to church)

  7. I wanted to bring this up for a while and am sorry I took so long. As such this thread is based on an old observation, I didn't retest recently but from what I know this limitation still exists with the latest code. If others confirm it and the issue is considered solvable I may post it to the bug tracker as well. EFX for spatial sounds are an amazing addition we had in recent years, however they suffer from a noticeable limitation: Reverb only accounts only for the location of the player and not that of sound. Sounds originating from a place with reverberation will not cause any echo if the player isn't standing in that room... oppositely sounds coming from outside will be heard with the full extent of the reverb effect in the room you're hearing them from, they should be echoing less due to not originating from the reverberating hallway. Example: Let's say there's a Builder church with a large hallway containing a reverb definition, inside there's an ambient sound of chanting. If the player is standing in front of the church door, they will hear the chanting without any kind of echo: Only once they step through the door and walk inside the echo suddenly makes itself heard. In a realistic scenario you'll hear the reverberation of any sound coming from a room that causes it, even if you're standing far outside that room hearing this noise in the distance. The simple solution would be a mixture between the location of the player's camera and that of the sound source: Each sound gets 75% the reverb defined in the room it's originating from, then on top of that all sounds being heard by the player anywhere have 25% the reverb of the room the player's standing in (current functionality). The more realistic but also more complicated option would be to use the portal tracing already implemented for sound attenuation and make each sound pick up reverb from each EFX room it passes through, accounting for the room of origin the room the player's standing in but also the rooms it's passing through; That way a noise emanating on one side of a building and passing through open windows in a corridor to reach the player on the other side would still echo, even if both that sound and the player are located outside in an area without reverb.
  8. In this hypothetical scenario Embraces Group puts you in charge of the creative team in charge of creating a new Thief game. You don't have to do any coding or any of the complicated boring bits and what you say goes. What would the games plot be? Would it be a sequel? prequel? reboot or maybe something else? What new features would be in the game that we haven't seen before in Thief or The Dark Mod? Can't think of any more question right now but I'm sure you'll have your own interesting ideas beyond anything I've asked.
  9. Just want to get a sense of the current server performance since I haven't had to manually intervene for around a week.

    Is it feeling better, or is anyone still running into issues?

  10. Does TDM 2.12 add "30" to the list of FPS caps? I accidentally changed mine and had to look up a console command to set it back to 30.

    1. nbohr1more
    2. jaxa

      jaxa

      Thanks. Now it's ready for my junk and Steam Deck. :P

  11. Any Thief-Fan who also enjoys Soulslikes should give Lies of P a shot. The art direction is sooo incredible! Love it!

    1. datiswous

      datiswous

      Hm, I've never played a soulslike I think.

    2. STiFU

      STiFU

      In that case, this game is not a good start difficulty-wise.

  12. Server definitely still has some issues. I think I've narrowed down where the issue is, so I'll take a proper look after work.

    1. Show previous comments  3 more
    2. thebigh

      thebigh

      I noticed that too. Same time every day.

    3. thebigh

      thebigh

      I noticed that too. Same time every day.

    4. taaaki

      taaaki

      That's pretty much it. There are several system check/maintenance scripts that run daily. These were not sufficiently staggered, so they pile up and the system gets progressively slower as some of these scripts are disk intensive. Strange thing is that this wasn't such a problem before the system upgrade, so I suspect that there were some changes to these scripts that increased their impact.

      I've now staggered them a bit better, so we'll see how it plays out tomorrow morning. If that doesn't work, I'll have to dig a bit deeper.

  13. All services hosted on the server were sluggish. I've rebooted and it appears to be better. Let me know if there are still issues.

    1. Show previous comments  2 more
    2. taaaki

      taaaki

      I'm not noticing much difference compared to after the reboot yesterday. Are you getting those 504 errors, or just feels slower?

    3. Jetrell

      Jetrell

      I've not noticed any problems since the reboot but I didn't get 504s before the reboot but did notice that it was a bit slow...

    4. thebigh

      thebigh

      For much of yesterday I couldn't get onto the forum or the wiki at all. It was just 504 504 504 504 504. So far today it's been fine.

  14. I spent the morning aligning my windows inside and out with the wall brick textures, but after saving and dmap, it still looks off in-game. It's quite bizarre. I tried deleting the .cm and .proc, and running dmap again (several times) but it didn't help. I don't have any dmap errors either. Any ideas what is going on? additional info: rather than adjusting the textures I edited the brushes, grabbed all the relevant vertices and adjusted the height of the window recesses. On the outside of the house I moved the window facades. Everything is appears to be aligned perfectly in DR, but is way off when I run the game.
  15. Now that The Dark Mod 2.11 is out, please share any thoughts, issues, or well-wishes here. Thank you!
  16. Hello taffers! I'm looking for three or four people to help test my latest mission, a scary little (early) Halloween mission. Once I have a few volunteers I'll put up a thread in the beta testers' forum. Content warning: I'm also looking for a voice actor to do the thief's briefing info lines. (otherwise I'll have to do it and I'm rubbish!) Thanks everyone!
  17. How fun is it to play as an undead in thief trilogy / dark mod ? The haunting(T2) and To the end with nothing(T2). Those FMs are exemplary according to me

     

    *tangential, Garrett vs countless apparitions

    https://ibb.co/hM0JrSh

     

    1. Show previous comments  4 more
    2. datiswous

      datiswous

      Quote

      Imagine if the player could fire up to 3 simultaneous ghost skulls

      Looks like Skull Storm from CB Undying

    3. chakkman

      chakkman

      Was your former forum nickname "Kurshok" by chance?

    4. taffernicus

      taffernicus

      nope this is my only account here

  18. Who is actually working on new missions right now? That I, the greatest mapper of all times (and I say this in all modesty, it is innate in me) am working on something epochal is clear to everyone by now. But who else is working on new missions? Please let me, your God, know, because it's so depressingly quiet here and I don't like to post pictures all the time, because even for me it gets a bit too boastful (although justified) with time.

    1. Show previous comments  15 more
    2. JackFarmer

      JackFarmer

      @cvlwThen you are miles ahead of me, I have never managed to create a real existing building in DR. That's quite an accomplishment and you're in good company, as many of our Mission Maker colleagues model their buildings this way as well.

    3. cvlw

      cvlw

      For what it is worth, this is the church building:
      https://www.google.com/maps/@44.9471922,-93.0991573,3a,75y,359.64h,106.29t/data=!3m6!1e1!3m4!1su1fFTQjg-h6otT-rj5vQ-g!2e0!7i13312!8i6656?entry=ttu

      The nature of this type of church layout is left-right symmetry which settles into a fat grid quite nicely.

      Now an interesting story to shoehorn into this thing... that is the challenge!

    4. datiswous

      datiswous

      Some church building modules would be nice, so peeps can build variations easily

  19. I'm surprised I could find any thread here for chat-GPT. Version 4 is outstanding from all reports I saw and I can't wait to get my hands on. It's not just a chat-bot (though it can discuss anything with you in great depth.) It can grasp the MEANING of sentences and write its own. In future games, you'll be able to talk to NPC's like you would any human. Search for video: Unbelievable AI Breakthrough Interactive AI Characters in a Videogame for the First Time! This demo is outstanding. GPT will be WRITING games! It can write meaningful stories. It can fill in your tax form, prepare your business/wedding speech and discuss its merits with you, and organise your professional work rapidly It can understand humour It can teach! Efficently! Sensibly! Find the Khan Academy video. It can write code/script good enough to frighten a senior programmer who can see it already is as good as junior coders and some seniors. He's afraid because it is certain to take over HIS job in due time, possibly only months away. An AI bomb has been dropped with GPT-4 and many do not yet realise how life-changing it will be - greater even than the advent of the internet. I give it 5 years to change the efficiency of almost everything tenfold, a hundredfold.
  20. Right, so there is this one weird qwerk of classic Thief. If you beat an AI to death with the blackjack (I know, I know, but sometimes it's fun to fight this way because it's more of a challenge than using the sword) as though Thief was a Quake clone, the guard will scream and begin to drop. But if you quickly wack him again, he will pop up and play the "knocked out" sound, and then collapse again. So basically you killed him, and *then* you knocked him out! The natural question at this point, is how the stats would reflect such an oddity. I guess there is only one way to find out, but the problem is, there's usually more than one dead guard on the map when I play. Especially on Thieve's Guild. I go straight-up Doom on that one, and use the corpses to trace my steps around the confusing layout. The classic Thief guards aren't great fighters; they are especially vulnerable to circle strafing and lots of pelting. You can even get them completely turned around and facing the other direction! As long as you're in a relatively open space you can own them by doing this quite easily. This strategy will not work on TDM guards. Try this with them and you are the one that gets owned. lol
  21. I just submitted a new bug report: https://bugs.thedarkmod.com/view.php?id=6292. In certain specific cases, projectiles don't collide with the player. I've got a test case where a atdm:func_shooter shoots an arrow right at the player, and it goes 'right through' them without damage. It seems to be related to the angle of the projectile (and whether the player is moving or not). This is new to TDM 2.11. It's the cause of the problem that @JavaGod reported playing my mission:
  22. Anyone here played the Forgotten City? So far, it seems really nice, but it's horribly unstable. Frequently crashes to desktop. It's annoying!

    1. Show previous comments  3 more
    2. chakkman

      chakkman

      I played it through. It's nice. And, I didn't have any issues with stability either (on an Intel/Nvidia system). Might be related to your hardware.

    3. STiFU

      STiFU

      Nah, that's definitely a bug in the game code. It always crashes with a null-pointer access-violation when it is trying to update some stats in the savegame, I had a look at the dumps. I also tried a new savegame, but I reproducible got the same issue over and over again. Aside from that, I also get a d3d crash every now and then. I am also running Intel and an Nvidia 3060 Ti with latest drivers. The only thing I could think of is that the game doesn't like my undervolting settings, but without undervolting, that shitty gpu overheats, so. 😄

      Anyway, I have given up on the game. Such a shame I was already out of the refund period. Paid good money for it...

    4. chakkman

      chakkman

      Maybe you have some luck reporting these issues to the developers. No idea if undervolting could have to do with it. Maybe it does. I can't remember having issues with the game.

  23. All of sudden, as I am building my mission, I am getting an error message that boog_gotisch is missing. Neither part of that name exits in my skin.mtr,or map files. In DR if I search for that name I see is listed under textures/darkmod/boog_gotish and it says Defined in _autogenerated_by_darkradiant_.mtr and Description says the material is missing! Well, DUH. I have not seen the name and it does NOT, nor as I know never has existed in my mission or ANY of the files. Is this part of default Dark Mod files? Confused (as usual), BlackMagic
  24. We are proud to announce the release of: The Dark Mod 2.11 ! The Dark Mod 2.11 is primarily a bug-fix release. The majority of development time was dedicated to fixing or improving long-standing bugs or problem areas with the project rather than focusing on new features. That said, some of the improvements that were introduced to address these issues could very well be classified as new features in terms of the amount of changes required to bring them to life. A full changelog can be viewed here, but some highlights include: Major gameplay improvements! For players, Stealth Score and AI alert behavior has been improved to better detect tactile contact with AI and proximity. An older TDM release introduced a grace period feature that was overly broad and made some AI ignore players that were right in front of them. This has been substantially improved so stealth scoring and AI reactions should be a lot more consistent and logical. Players will also have a new Blackjack experience with better cues about whether a blackjack attack will succeed and improvements to the way that the blackjack attack is executed. Players can more smoothly transition from climbing as the player is now permitted to be crouched during the climb. There is a new multi-loot feature which allows you to pickup multiple loot pieces by holding down the frob button! Performance Improvements! The new volumetric light feature has been improved via a new blur phase. This means that you no longer need to increase the samples to reduce or remove banding and performance should be substantially improved. Before 2.10 ( dithering and low sample count): After 2.11 ( blurred and higher default sample count ) : Soft Shadows now utilize scissors and tile-based evaluation in stencil mode so that Anti-Aliasing no longer need be applied to the entire shadow buffer. Shadow Maps have improved mipmap, LOD and texel utilization. There should be fewer artifacts and better performance. Large models are now evaluated via a BVH structure so that they can be split for lighting and culling optimizations. AI think cycles have been optimized and perform less work per-frame. GLSL programs have been rewritten to have better performance on AMD graphic cards. Included mission improvements! Mission 1: A New Job now features subtitles! Mission 2: Tears of Saint Lucia has been improved with EFX reverb and a few bug fixes! Asset fixes and additions! Dragofer has fixed hundreds of assets that were missing setup definitions or other components that would cause the console to flood with errors on TDM launch or on the launch of missions. In addition, he has added hundreds of new and old assets from both TDM team members and members of the TDM community. Improvements for Mappers! The Engine now supports Obj model format Material Shaders no longer require you to add frob stages. Frob is now auto-generated. You can still add custom frob effects to materials if preferred Missions can now include decls that override those in the core TDM without using an override file to replace the entire core file. GUI scripting has been overhauled with better syntax and error reporting Dmap precision has been increased and Dmap T-junction performance has been optimized Please see our Moddb article for the full developer blog entry: https://www.moddb.com/mods/the-dark-mod/news/the-dark-mod-211-is-here To update, simply run the tdm_installer.exe file in your darkmod folder. Note that tdm_update.exe is no longer supported, but you can download the new installer from the Downloads page if you don't have it yet. Please be aware that old saved games will not be compatible with 2.11, so finish any missions you might be in the middle of first!
×
×
  • Create New...