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  1. Downloads - the most up-to-date To install, place or extract the archive into the darkmod/fm folder of your mission. Schooner & Sloop - a test map containing two older mapped ships Caravel - a merchant ship made in Blender, including a scale model. The lifesize variant is somewhat overscaled in order to comply with minimum ceiling height requirements on both decks. Can be scaled down if you don't plan to give it an interior. Barouche - a posh carriage [part of 2.11] Weathered Ships - two small ships, fully mapped with interiors, available moored or sailing. The LOD scale models are already part of 2.08. [part of 2.11] Vintage Lamps - very posh brass lights for mansions [part of 2.11] [Furniture & Shelving] - a batch of models and prefabs in the furniture & shelving department [part of 2.09] [Blue Elemental] - blue variant of the flame elemental [part of 2.09] [Stagecoach] - a sturdy carriage for four [part of 2.06] [Oil Lamps ] - posh or rustic oil lamps & lanterns [part of 2.08] [Coffin] - an old coffin [part of 2.08] [Hookah ] - a waterpipe for smoking Mandrasola [part of 2.06] [Prefabs & Particles ] - a collection of prefabs and particles, i.e. fireplaces, furniture, see below for list of contents [part of 2.08] [Privy Chair ] - a rustic toilet seat [part of 2.08] Original release posts Ships Post #1 - Schooner [Variants: steamship] Post #9 - Sloop (Post #33 ingame) Post #97 - Caravel + accessories + scale model Post #123 - Brig (formerly known as the Ketch) Post #128 - Yacht Post - Merchant Additional ships in the form of scale models can be found in Down by the Riverside, but they haven't been optimised. Carriages Post #19 - Stagecoach Post #102 - Barouche A moving stagecoach setup can be found in both maps of Down by the Riverside. Note that this mission uses an older variant of the stagecoach. Lamps Post #33 - Sphere lamps Post #108 - Gas lamps collection Post #120 - Vintage lamps collection Ambients Maritime ambients (included with the Ketch) Dragofer's ambients Other models Coffin: Post #102 Altar: Post #102 Privy chair: Post #109 Hookah: Thread Office suite: Post Prefabs Furniture & shelving: Post Fireplace, marble: Post #113 Fireplace, rustic: Post #102 Statue with seating: Post #116 Naval clock Covered loaded cart Rustic bed Ship-derived bunk beds Workbench Large garden arrangement Rustic wardrobe Particles tdm_wisp - a glowing faintly pulsating orb of light tdm_smoke_ceiling - black smoke for indoor fires Original post in Dragofer's Stuff, starting from here
  2. 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...
  3. Full changelog of 2.09 development. dev15976-8815 Includes all the changes from trunk which did not get into 2.08: * RGTC compression is now used by default. * More work on X-ray view. * Cull objects behind mirrors (4946). * AAS limit hit by Painter's Wife removed. * Warnings when approaching event limit (5270). * Dragofer's massive manbeast fixes. * Cabalistic's FBO refactoring, parallel jobs fixes, and new rendering backend. Known problems: * HeatHaze shaders don't work (i.e. no heat/glass/water distortion). * Changing texture anisotropy leaves screen black. * Lights with stencil shadows don't illuminate properly until you reloadModels or switch shadows (after loading save). dev15981-8875 * Fixed known problems of previous build. * Revised OpenGL loading, version and extensions. * Fixed warning about "bad internalFormat". * Optimizations in new backend: individual shadow scissors. * OpenAL: show active device name properly in console. * Various guards against NaN (5296). * Refactored lightgem rendering with triple buffering. * Disable "Omit Frame Pointers" on Linux build. * Fixed occasional crashes due to inventory cursors (5302). * Fixed "Render Scale" slider in settings menu. * Fixed rendering of several parchment fonts (link). dev15987-8910 * Rotation hack fixed: bad rotation is now embedded into model for all entities (4970). * Hot reload: added command reloadMap (5316). * Fixed bad highlight on lockpicking. Also hardened GUI scripts against such errors (5311). * Fixed black preview screenshots in in-game downloader (4488). * Enabled r_useBumpmapLightTogglingFix by default: bumpy surfaces will be darkened when light falls under low angle. * New rendering backend linkage fix on AMD. * Better window resize on Windows. * Cleaning hacks: r_testSpecularFix is always on (as in 2.08), r_testStencilSelfShadowFix is always off (as in 2.08). * EditAFs: spawned entities are now frobable/draggable by default (5297). * Fixed crash when unlocking door in "Hidden Hands: The Lost Citadel" (5318). * savegame_admin and target_savegame: fixed missing spawnclass. * Removed player_sounds_doublevision and similar spawnargs, removing warnings (5170). Known problems: * Several FMs do not boot due to rotation-hacked entity cm or md5 model: "A Night to Remember", "The Elixir", "Rightful Property", "Siege Shop", "William Steele 4: The Warrens". (All of these FMs repacked, make sure you have latest version). dev16010-8948 * decl_stack: Every warning about missing image/sound is followed by detailed explanation how it was referenced (5170). * Fixed occasional bug in concatenation of GUI commands (5323). * Skin files: process hyphens in unquoted model paths correctly (5322). * Automation system: implemented on Linux, fixed file leak. * Supported reloadmap-diff automation command for fast hot-reload integrated into DarkRadiant in future (5316). * Fixed doors occasionally getting stuck after hours of gameplay (5331). * Creeping now works in "always run" mode (5320). * Fixes for new rendering backend: ambientGamma and lightgem, bloom scissoring. * Updated comments in mainmenu_briefing_video.gui for FFmpeg cinematics (5323). * Fixed printing deleted pointer on startup (5170). * Disabled "Door %s is not within a valid AAS area" warning (5170). * Fixed warning spam when TDM is minimized (introduced after 2.08). * Fixed parsing error when precaching "play XXX" GUI command, fixing a warning (5170). * If ASE material is not referenced by its meshes, don't try resolving this material in TDM, don't post warning (5170). * Fixed a bunch of assets referencing nonexistent files (5170). * Added respawn console command for debugging (5316). * Added setGameTime/getGameTime console commands for debugging (5331). * mainmenu_briefing_video.gui no longer resets cinematics on startup (5324). * Changed when mapStart GUI command is set up, removed MainMenuWatchDog (5323). dev16017-8976 * Added experimental gamepad support (instructions here: 5400). * Conversation and other sounds are no longer stopped by saving or going to main menu (4341). * r_useNewBackend is now enabled by default (note: this cvar is archived, so default takes effect only when you delete config file). * Much more debug output for GUI scripts in darkmod.log under LC_MAINMENU/LT_DEBUG. * Shorter paths in darkmod.log. * Fixed cutoffTimeMap on particles with SMP on (5141). * Minor main menu GUI cleaning (add notime everywhere). * Added cathedral_torn skin. dev16027-9022 * Disabled additional color correction by default. Now the game should look exactly like 2.07 in terms of overall brightness/color. * Now gamma/brightness is applied to everything, including underwater view, GUIs, and main menu --- like in 2.07. * Added sharpening filter in postprocessing (enabled by default). * Major refactoring of particle systems (5138). * Fixed bounding box computation for particle systems (5136). * Fixed soft shadows (in new backend, which is default now). * Fixed unbinding/rebinding entities during game, including the crash in WS7 forge (5409). * Fixed crash with Kingsal's custom fire arrows. * Fixed "borderless" fullscreen mode (ironically, it was broken since its first release). * Improvements in new backend for old GPUs (r_gpuBufferNonpersistentUpdateMode?). * Faster shadow map generation under shadowMapSinglePass 1 (new backend only). * Experimental many-light rendering under shadowMapSinglePass 2 (new backend only). * Added mapLayout linear to particle static collisions, allowing stuff like snow and fire (5437). Only for particle deform yet. * Probably fixed some problems when changing anisotropy in menu. * Added debug cvar r_glBlacklistExtensions to disable GL extensions. * Improved randomness of idRandom. * Added sys.saveConDump script function (5369). Please don't abuse it. * Supported weights and checksums in in-game missions downloader (5349). Known problems: * Joint binds broken: attached keys are at guards' legs. dev16034-9041 * Fixed known problem of previous build: joint binds. * com_smp is now ON by default, and cannot be disabled in menu settings. * Exposed r_useParallelAddModels as experimental "Frontend Acceleration" in main menu. * Fixed crashes in r_useParallelAddModels 1 mode (5441). * Fixed mipmapping of DDS textures (for r_useBindlessTextures 1). * Added limited support for collisionStatic in particle models (5437). * Fixed sounds from unlit/extinguished gas lamp (5216). * Renderer cleanup (removed ARB shaders completely, deprecated ftransform). * Reduced spam from non-triangular faces in LWO. beta209-01 (rev 16037-9042) * No changes since dev16034-9041: exactly the same version. beta209-02 (rev 16055-9057) * Removed tdm_ambient_method cvar and "ambient stages" from all stock materials (5449). * Fixed antialiasing on Linux (link). * Fixed reflections with custom renderscale (link). * Fixed bug with objects disappearing in mirrors (5327). * Fixed tdm_show_keys not showing keys inside closets sometimes. * Hopefully fixed cases of volume loss on frobbing closed handleless door (5462). * Dmap now warns if brush has several sides with mirror texture (4707). * Fixed rare issue with "Frontend Acceleration" (r_useParallelAddModels). * Some rendertools fixes (5257). * Added Dragofer's models and prefabs: desk, shelf, bed. * Added horizontal display cabinet by Bikerdude. * Fixed blue elemental skin. * Fixed chest prefabs (4287, 5245). * Added grime to textures/washroom/mirror. beta209-03 (rev 16100-9077) * Changed directory where hack-rotation proxies are saved (5186). * Disabled warning about hack-rotated func_statics during dmap (5186). * Hot reload should now work on s_XXX spawnargs. * s_drawSounds works properly due to temporarily disabling com_smp. * LoadStack (decl_stack) hardened against dangling pointers, works with image_preload 0 (5433). * Fixed more issues with image_preload 0. * Added Rodin's Eve statue models, entityDef atdm:statue_eve, and skins (link, 5489). * Added EFX to "New Job" FM. * Added naval clock model and prefab decorative/misc/naval_clock.pfbx (4687). * Fixed models/darkmod/lights/non-extinguishable/chandelier_ornateNN.lwo (5481). * Fixed /prefabs/ai/standing_townsfolk_playing_dice.pfb (5332). * Fixed speed potion loading error by deleting its definition (link). * Fixed rotation-hacked lock handles in /prefabs/containers/openable/MerryChestN.pfb (5186). * Added missing editor image on utility_grate_001 (5438). * Fixed models/darkmod/furniture/display_case01.lwo, added openable versions (4692). * Some mechanical models (gears and wheels) replaced with high-poly equivalents. * textures/particles/ripple_1 duplication resolved. * Fixed blue elemental skin. * Renamed many prefab files to avoid spaces, ampersands, pluses, etc. beta209-04 (rev 16125-9086) * Fixed bad patterns with SSAO on some drivers. * Fixed some types of debug rendering. * Gamepad settings are stored in file, also added default bindings. * Major reorganization of prefabs directory, improved positioning of some prefabs. * Added steam engine models and prefabs /prefabs/mechanical/steam_engine_003_*.pfbx. * Added firefly particles, animations and prefabs (see /prefabs/nature/fireflies/*). * Recently added /models/darkmod/furniture/desk3_drawer_tall_subdivided_papers.lwo factored into skin. beta209-05 (rev 16131-9102) * Fixed flash while quicksaving. * Fixed triangular particles bug (5138). * Fixed rare crash due to dangling blood marker on Now And Then (5515). * Fixed excessive click while lockpicking (5312). * Fixed removal of entity currently grabbed by player (1084). * Fixed portal sky with stopTime and jittered screenshots (5494). * Restored tdm_ai_citywatch_lesser_lean entityDef. beta209-06 (rev 16137-9108) * Fixed failed click when picking lock successfully. * Spacing tweak to quit dialog.
  4. To add to this, the wall safe version without the combination lock (safe03_wall.pfbx) has some issues as well. If you place it in your map and then rotate it 180 degrees, when you unlock the safe the clasps around the lock both shoot out to the right. Now, normally when this kind of thing happens with prefabs, you just go and tweak the 'translate' spawnargs to correct for the rotation. However the values for the clasps are only '-2 0 0' and '2 0 0', so only 2 units in opposite directions. That doesn't account for them shooting off what looks like about 32 units in the same direction (see screenshot). So, there's a couple of nice looking prefabs added here for 2.11 but it appears they are both unusable either due to bugs or lack of some knowledge. Who knows about these? @Dragofermaybe?
  5. 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:
  6. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  7. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  8. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  9. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  10. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  11. The reason why you have to skin models is because they are refering to external files. You can only retexture stuff inside DR if it is made out of brushes and patches, so stored internally (inside the map file). If you use a model several times in the same mission, all of them are references to the same external file which only has to be loaded once and which the engine recognizes to be the same. If you use something build out of brushes and patches, then having several copies of them in the same mission will be dealt as different entities, both when loading the map as well as when dealing with it during rendering. The idea behind prefabs out of brushes and patches is that some rather complex setup used in one mission gets reused in another mission, but preferable once. Stuff that gets placed several times in mission should consist out of models. Those setups can be stored as prefabs, too, but then you cannot retexture them. The fact that mappers use prefabs made out of brushes and patches is mainly a bad habit, not something desireable. It's caused by them relying on coders improving performance and avoiding minor extra work like writing skin files (which takes less then a minute).
  12. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  13. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  14. I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (v1.0.2-release): https://drive.google.com/file/d/1HYvM_u56wDB16uIlb7qgS_q3P24V69MO/view?usp=sharing Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. For 'Hard' and 'Expert' the light gem sensitivity has been increased by '1' (meaning easier for AI to detect you). Screenshots:
  15. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
  16. We will look at some of this stuff, but SPOILER tags, please!!!
  17. This may make sense in that the performance impact of the volumetric effect can scale with how much of the effect is filling the screen. We shipped with a “performance mode” but had to setup the entities by hand to do it (so it’s not perfect). If you change the LOD detail settings to “Low” or “Lowest” this will disable certain lights, particles and such that can be very heavy to render. You can try these settings and see if you notice an improvement. If not sending us some pictures of heavy areas (with spoiler tags please) will be helpful with tuning these “performance modes” in subsequent patches. Thanks for playing!
  18. There is a mapper_tools prefab folder that contains prefabs meant to make it easy to start a new mission or test map. The ambient_world light included in those prefabs was relatively small and I often ended up resizing it massively.
  19. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  20. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  21. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  22. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  23. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
  24. Isn't it already possible to modify ai alertness behavior via scripting? I thought @Dragofermade modifications for Iris for example. It would be nice if it's possible to implement different ai profiles via prefabs or other ways. (Btw. I think your topics and posts tend to be very long, so often I don't read everything of it)
  25. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
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