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  1. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
  2. A@datiswous Ah yeah, well sorry, I was quiet busy and only visiting discord. First time here on the forums since months now I think.. Thank you for the subtitles. I encourage everyone who is interested in using them to download it from here as I'm not sure when I'll be able to implement them myself into the mission. Again, thank you for your work.
  3. I created a simple installer script, that uses a popular method to install TDM as non steam game to steamdeck: Just run several commands, by running a desktop-shortcut. (this creates a folder in the homefolder, downloads the official installer zip package, unzip it and runs the TDM installer unattended) go to desktop mode Download the attached file from this post, to the desktop and run it. hit execute button and wait. After the process, you wil find the TDM folder in de home folder Add the file "thedarkmod.x64" from that folder, as a nonsteam game to the steam library tdminstall.desktop
  4. 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
  5. Ignoring is somewhat inadequate as you still see other members engaging in a discussion with the problematic user, and as Wellingtoncrab says such discussions displace all other content within that channel. Moderation is also imperfect as being unpleasant to engage with is not in itself banworthy, so there is nothing more to do if such people return to their old behaviour after a moderator had a talk with them, except live with it or move away. I'd be more willing to deal with it if it felt like there were more on-topic discussion, i.e. thoughts about recently played fan missions or mappers showcasing their progress, rather than a stream of consciousness about a meta topic that may or not have to do with TDM. I guess the forums already serve the desired purpose, or they just compartmentalise discussions better.
  6. I don't recall a system for noise masking. It sounds like it'd be a good idea, but when you get into the details you realize it'd be complicated to implement. It's not only noise that that goes into it, I think. E.g., a high register can cut through even a loud but low register rumble. And it's not like the .wav file even has data on the register of what it's playing. So either you have to add meta-data (which is insane), or you have to have a system to literally check pitch on the .wav data and paramaterize it in time to know when it's going to cut through what other parameters from other sounds. For that matter, it doesn't even have the data on the loudness either, so you'd have to get that off the file too and time the peaks with the "simultaneous" moment at arbitrary places in every other sound file correctly. And then position is going to matter independently for each AI. So it's not like you can have one computation that works the same for all AI. You'd have to compute the masking level for each one, and then you get into the expense you're mentioning. I know there was a long discussion about it in the internal forums, and probably on the public subforums too, but it's been so long ago now I can't even remember the gist of them. Anyway the main issue is I don't know if you'll find a champion that wants to work on it. But if you're really curious to see how it might work, you could always try your hand at coding & implementing it. Nothing beats a good demo to test an idea in action. And there's no better way to learn how to code than a little project like that. I always encourage people to try to implement an idea they have, whether or not it may be a good idea, just because it shows the power of an open source game. We fans can try anything we want and see if it works!
  7. I'm using the version from kcghost. I just tested and I can't see any difference inside the inventory. On the stats itself it doesn't show the different loot types (still seen in the inventory), but instead gives more info on stealth score. Edit: I see Dragofer made an updated version of his script. I have to check that out. Edit2: That version works: https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=21272&key=02755164a3bed10498683771fe9a0453
  8. I looked but didn't see this video posted in these forums. It's pretty cool.
  9. It wasn't a "sacrifice", it was a deliberate decision. People wanted the game to be as close as possible to the original, including pixelated graphics. If you ask me, the former version based on the Unity engine looked and felt better. But, hey... I guess I'm not the right person to judge that, as I never played the original, and always found that the art style of System Shock 2 is much better anyway. This also illustrates the issue with community funded games: Too many cooks spoil the broth. In game design, you need freedom, not thousands of people who want you to do this and this and that. Just take a look at the Steam forums and see how all those wimps complain again about everything. Hopeless.
  10. 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.
  11. What I understood is that the idea of TDM was born from that it was unclear if T3 would get a level editor at the time. Source: https://web.archive.org/web/20050218173856/http://evilavatar.com/forums/showthread.php?t=268
  12. This one is really essential: https://www.ttlg.com/forums/showthread.php?t=138607 Should work fine with the GOG version.
  13. https://www.ttlg.com/forums/showthread.php?t=152224 There is a new mapping contest over on TTLG for the Thief: Deadly Shadows 20th Anniversary and the organizers were kind enough to include The Dark Mod along with all of the Thief games as an options for making a mission to submit as an entry. The deadline is a year from yesterday and the rules are pretty open. I recommend going to the original thread for the details but I will summarize here: Rules: - The mission(s) can be for Thief 1, Thief 2, Deadly Shadows or The Dark Mod. - Collaborations are allowed. - Contestants can use any custom resource they want, though TDM cannot use the Deadly Shadows resource pack. - Contestants can submit more than one mission. - Contestants can enter anonymously. - The mission(s) can be of any size. Using prefabs is allowed but the idea is this is a new mission and starting from an abandoned map or importing large areas from other maps is not allowed. Naturally this is on the honor system as we have no way of validating. Mission themes and contents: There is no requirement from a theme or story viewpoint, however contestants might consider that many players may expect or prefer missions to be celebratory of Thief: Deadly Shadows in this respect: castles, manors, museums, ruins inhabited by Pagans and the like, with a balance of magic versus technology. This is entirely up to the authors, though, to follow or not - it is just mentioned here as an FYI and, while individual voters may of course choose to vote higher or lower based on this on their own, it will not be a criteria used explicitly in voting or scoring. Deadline: May 25th, 2024 at 23:59 Pacific Time. See the TTLG thread for details on submissions and the voting process. Provided I can make the deadline I hope to participate. It would be nice to see the entire community do something together, and expressing our complicated relationship with this divisive game seems as good a pretext as any.
  14. Thanks for playing and the kind feedback re: the bugs: the brew tank is a new one - thanks for that. Will add it to the list for any future update. the bow: I think that's a TDM bug. I experienced it as well, but only the early days of developing the mission so I thought it had gone away, but I guess not: https://forums.thedarkmod.com/index.php?/topic/21345-210-crashes-may-be-bow-frontend-acceleration-related/ the keys on the guard: never did get to the bottom of that one as I could never reproduce it.
  15. Thanks! Hint for the safe code here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=485264 Actually, it's probably time I added these hints to the original post....
  16. I never realised Bill Gates was a member of these forums. Welcome to the community! I hope you enjoy The Dark Mod. Perhaps your Foundation could help pay for the server hosting or fund the development of some new features?
  17. 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!
  18. 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)
  19. In v3.0 we will be able to bind keys to the different abilities. This means that if you want to peek through a door you just have to press a key; or if you want to extinguish an oil lamp you just press a dedicated key, no need to pre-select any item. For this to happen (advanced) players must edit the included autocommands.cfg to their liking. It is entirely optional but I would like to offer something out of the box for casual players. Currently F1 and F2 are reserved for mods. I am thinking I can extend mod support to F3 and F4 but F3 by default is set to "_impulse17" (or "UB_READY"). What is this shortcut for?
  20. 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
  21. You can try my alternative footstep sounds package which addressed the things you described together with a lot of other footstep sounds both for player and AI if you want to. https://forums.thedarkmod.com/index.php?/topic/17631-new-footstep-sounds/
  22. Mods can this moved again? @Acolytesix- can you make sure you post in the beta thread instead of this one please (this one is public, the beta thread is only for logged-in forum members): https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  23. sure - I would only ask that you follow the thread to make sure you don't report stuff that has already been mentioned: https://forums.thedarkmod.com/index.php?/topic/21822-beta-testing-high-expectations/
  24. heh i was thinking the same though it might just have been a glitch when writing the names are pretty similar. But for correctness it is called the dark engine and the newer version that allows us to run these beauties on win10/11 is called newdark. newdark is kinda interresting as it just suddenly popped up on a french forum some time ago by an anonymous developer with the alias le corbeau who allegedly got his hands on the original source code and started updating it for modern OS. this was the original thread i believe -> https://www.ttlg.com/forums/showthread.php?t=140085 bikerdude was on that forum to when the patch hit i noticed hehe.
  25. 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.
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