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Showing results for '/tags/forums/shorter fan missions/'.
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If you have space problems a riser card might do the trick. Depends on your cabinet as well as not all of them support a riser. Btw atm the rtx 5070 is extremely overpriced atleast here in denmark where they go for more than 2000 dollars. The intel cards dont have the largest frames so might be worth considering if space is an issue. While not the fastest out there it can easily beat the living daylight out of a geforce 1060. The 9060 xt is also on the moderate side (smaller than my old 3070 dual fan) which is by no means a small card . The 1060 was pretty compact though so be sure to measure clearances and compare with the card you wish.
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Is it possible to remove translations from the download missions list?
datiswous replied to Wallace's topic in The Dark Mod
Actually, if you see that, then these are updates to the missions. * = mission update # = translation -
Might this not be better suited to https://forums.thedarkmod.com/index.php?/forum/58-tdm-tech-support/ or failing that make the text collapsable.
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Cool. I remember back in the day I was advocating that the team should release asset packs that combine fan-contributed assets in a map like this, laid out kind of like an Ikea, which would make it so much easier for mappers to grab what they want and plug it into their own maps than have to trawl through threads searching for things. The idea never really took off, but it's good that convergent evolution led others to having the same idea at least for their own assets anyway. Oh also, these chests all look great, so good work on that!
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Sharing my stuff here (with permanent links this time!) Use them however you like Let me know if there's any issue with any of it and I'll fix them or get them up to standard! Merry Chests 2 Download These are on hold for the moment while I work on actual missions. I got as far as making 8 new containers/chests that are drop and go prefabs, made a little more efficiently and flexibly than the first lot. Technically 1 is from the first lot, I just liked it enough that I wanted to give it a refresh. They all come with little loot lights inside that switch on and off as the lid opens and closes for optimisation and visibility. Frob boxes, keys you can use or not, etc etc. Merry Paintings 2 Download I needed some office-appropriate paintings that were a bit more neutral than Caravaggio's Judith Beheading Holofernes so I grabbed 20 (mostly) C19th still life paintings, all public domain and CC0 scans. Some chiaroscuro, some pastoral, some with kitties This time around I've packaged them as light as possible so they're not the highest definition, just something to fill your walls with rather than lootable centerpieces.
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Not a big deal but it would be nice to remove these missions, as it stands any time I download a mission I get something like this— *mission *mission mission *mission mission *mission *mission mission It frankly just looks ugly and is just an annoyance. If I'm to assume "translation" means that mission is available in another language then that's probably not relevant for 99% of players who have already done that mission in their native language. Unless of course I have mistook the meaning of translation??
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Double topic. See also topic: https://forums.thedarkmod.com/index.php?/topic/22754-thief-vr-legacy-of-shadow-announcement/
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i am having a hard time searching for specific keyword in bug tracker so i decided to wade into google search and found similar thread with similar issue : https://forums.thedarkmod.com/index.php?/topic/13723-key-drop-melee-animation-glitch/
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I edited my video description, I included a link to your bug report post for training missions as well
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woah you found it earlier than me, nice catch ! yup I'm still wondering what makes some keys not affected by this bug. The way I trigger the bug is also more difficult in fan missions outside of training missions. Basically you need the right timing to jump, which direction the key is facing (rotated or not) and the timing to hit the key into the wall.
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Proposal: Flashbombed AI's become Blackjackable
nbohr1more replied to chumbucket91's topic in I want to Help
I like it! Now we gotta get some mission authors to chime in. I don't know if any missions that rely on guards being BJ immune during flashbomb for proper difficulty but I'm no expert on difficulty tuning. Probably should have a CVAR to enable the behavior change. -
Yeah, let's come back to Thief. I don't really care if I play a male or female character especially when from a first person perspective, in many games you can select your gender anyway! But speaking of this, are there any TDM missions were you don't play the typical male "Garret-typ" character?
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The whole story of The Witcher has always been all about Ciri and anyone who does not see that is not a true Witcher fan. Even people who just played the games should know that the story of Geralt ended in the Blood and Whine DLC. Also, Ciri is actually considered a witcher, so the series naming still fits. That being said, I do hope they do something interesting with the combat system. Playing as Ciri in W3 was always soo boring.
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I felt betrayed indeed as a huge HL1 and HL2 fan, but when I watched the non-VR version gameplay, I noticed that if it wouldn't have been VR, it wouldn't have been better than many fan-made HL2 mods. So they probably made it VR only to a) promote Steam VR, but also b) because fans would have been disappointed by a normal version anyway. And of course they also had you play a female side character instead of the "old white guy " who made the series famous. I wonder how this will work out with Witcher 4 where again you will not play as the guy after which the series is named.
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EidosMont/Embracer game design deciders or WTF these guys are called have truly improved amazingly: take a niche game, piss off the original fan base by completely redesigning the game, wait 10+ years, then use the annoying redesign once more and make it even more niche by making it VR. But with them, nothing should surprise you anymore. It's a pity, actually. I think the idea of the eye and a thief who finds the thing a few years after Garret's demise would have been quite good... if it had been set up sensibly after the end of Deadly Shadows in the well-known steampunk-medieval setting. The best thing about the trailer is that it contains the warning that the game is being created “in collaboration with Eidos Montreal”. I didn't think those responsible would be so honest. End of announcement.
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From what I could gather, I don't think they're cutting all his lore this time. The video implies the old mechanical eye imparts his soul to the protagonist or something. At least that's what they made it out to appear as. Her voice acting felt really wooden though. And while I like some throwback elements to TDS, it still feels really... undefined I guess? Like I'm a fan of them trying to not go hyper realistic on the art but now it has that plastic sheen to it. Thief was always about gritty fantasy, which at least T4 understood that; all the while getting all the story elements dead wrong. Like, this direction is confusing but I still want to see it do well. Renewed development interest could promise better direction down the road. Though it's hard to not be bitter with how little AAA seems to understand this series.
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I saw an announcement for this and I thought it was some little fan project, but this is a legit new game. The aesthetic was respectable but a bit too "clean". How is it that modern graphics can never quite capture the dingy authentic look of the days when light was baked in? I don't have experience with VR, but in principle the hands gameplay is an interesting innovation. Well, I'll give it the same hope I've given every Thief game since TDS.
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I think you bring up an interesting point here! It would definitely be interesting to learn some statistics. How many active players of TDM are there? ("Active"=plays at least once a month?) How many yearly downloads of the installers (Windows and Linux)? How many unique downloads of missions? How many unique visitors to the official webpage / wiki page / forum page / bugtracker?
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Luckily, TDM is one of the few games I bother to play. So I ask here, in 2025, how much VRAM do TDM missions need at highest settings? I guess there could be some large variance since mappers are free to use custom models and textures, and pack more stuff into scenes.
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There are multiple mappers and active users using Linux. You want less missions? Also: Windows costs money. You ask people to buy Windows for a backup pc, while TDM is in fact multiplatform. I don't know how long tdm is multiplatform, but it must be a while. Listen Valve, Wesp says: Linux gamers are not normal gamers. Why is this relevant?
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Just to complicate your life, there are 3 additional aspects to consider about the circa-2014 Mason files, and subsequent circa-2017 improvements to the 'english' version perhaps applicable to your work. (These issues are covered in the wiki "Mason Font" article, with a bit more in my "Analysis of 2.12 TDM Fonts", https://forums.thedarkmod.com/index.php?/topic/22427-analysis-of-212-tdm-fonts/. The 2017 changes can be seen in the *current* 2.13 TDM English Mason files.) 1) Need for custom DAT-scaling on certain Mason characters The source TTF had upper-case and lower-case characters that were early-on considered too similar to size. So (before 2014) in the DAT, selective per-character scaling was used to differentiate them. See https://wiki.thedarkmod.com/index.php?title=Font_Metrics_%26_DAT_File_Format#Per-Character_Font_Scaling for details. As you add new characters, you should do likewise (relatively easy with refont). 2) Creating the "glow" of mason_glow How Tels created the glow (for 'english' carleton & mason) is discussed in reasonable detail here: https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/5/#findComment-262661 That could be done for Russian too, which I recall currently fakes a glow, and possibly would require a minor GUI or engine code change to use. Note: To best accommodate glow and retain GIMP-visualization-alignment between base and glow characters, Tels moved some base characters within their bitmap, to keep their glyphs 2-3 pixels away from any bitmap edge. You should consider this when placing new base glyphs. Note: For the 3 mason bitmaps doubled in size circa-2017 as discussed next, the mason_glow bitmaps were also doubled. 3) Extensive bitmap editing to solve main menu character jaggedness. On Oct. 5, 2017, @Springheel in https://forums.thedarkmod.com/index.php?/topic/19129-menu-update/#findComment-412921 said: "Looking at the Mason fonts, it looks like they were super low res to begin with, and were then just resized [presumably referring to per-character scaling], making them even worse. I'll see what I can do." [Further on, referring to fonts in the TDM menu system:] "It appears that resizing the dds file to make it higher res is possible, so I'll proceed." Later, on Oct 13, 2017, he concluded within a "More detailed list of changes: "Updated the menu fonts, which were surprisingly bad before" Unfortunately, I couldn't find details on how this work was actually done. I assume the bitmap editing was all done in GIMP. It started with doubling the size of certain bitmaps from 256x256 to 512x512. This was done for the first 3 bitmaps (i.e., those with ASCII, some Latin-1). Then characters were made more crisp and smooth-edged. How? Dunno. Also, some odd but harmless artifacts happened within GIMP (noted in https://forums.thedarkmod.com/index.php?/topic/22427-analysis-of-212-tdm-fonts/page/3/#findComment-499660)
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And what would this be? Some hardcore Linux gamers that don't have a backup Windows machine? How many of those would play the game compared to all the normal gamers who had access to TDM for decades? Does anybody even know how many people regularily play TDM missions?
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Or, just get in contact with the owners of the IP and ask them since just because an IP lawyer in one jurisdiction says it would be okay, doesn't mean it would be okay globally. There are several packs out there of scripts/definition files which are licenced under free licences (CC0 and WTFPL mostly) and claim their freedom by recreating them using "clean-room way". In fact, I used them in getting TDM running with mostly free licenced files by selectively choosing which had clearly been written from scratch albeit with reference to the originals, and which were just direct copy and paste with claimed free licences (I didn't use them). Then it was a case of finding/replacing the core engine textures, sounds, etc. the engine required to launch with free alternatives (again checking the packs since some were just copied direct from the game files and claiming to be free). In the end, the only non-free licenced files that were still required were those from TDM itself. The result of this TDM version is the screenshot I posted some posts ago here: https://forums.thedarkmod.com/index.php?/topic/22346-libre-version-of-tdm/page/3/#findComment-500642 However, you will notice the giant cursor on the screen in the screenshot, why? because the only reference to hiding the cursor is within the UI files which come under the game eula, so I didn't add in the command to hide it in game. In the case of the script/def files, this "clean-room" approach has stood up in a court of law when I looked online, however you wouldn't really want to end up being in the position of ending up in court defending yourself in the first place. The flaw in the def/scripts that were recreated are that they all wrote their files using the originals as reference. So if the originals are under the game eula, and if the information contained is in some way protected, then all these "clean-room" files revert to the original game eula, as the authors didn't have the right to change the licence. I believe (with a pinch of salt )that if the core scripts/files were made GPL by idSoftware/Microsoft then as files based off of or using them as parents (basically all TDM scripts/defs as far as I can make out) then all of the TDM scripts and def files would automatically become GPL as their authors could also not claim their work was NC-BY since it was then based on GPL work.
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Regarding the existing Russian version of TDM's MasonAlternative font, this had a different origin than those Russian fonts processed by Riff_Keeper. Tels created this in 2012. He started from bitmaps of an ASCII Mason font, then used his Perl patch program to copy selected ASCII glyphs (that resemble in some way Cyrillic) to new font "MasonAlternative". See https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/15/#findComment-274617 In GIMP, he flipped or otherwise hand-edited to make them Cyrillic. He said, "There are still a few dozen missing, but this is enough to render the two headlines we have (New Mission and Setting)" https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/15/#findComment-274623 This accounts for the incomplete coverage. Speculatively, he took this approach because it couldn't find a Mason-style TTF font with both Russian characters and an acceptable license (e.g., public domain, or at the least freely redistributable for non-commercial use). @kalinovka,I wonder what the licensing is for your masonchronicles3.ttf.
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Evidently a significant portion of the Cyrillic work was done by Keeper_Riff (in conjunction with Tels) back in 2011. These folks are not active in TDM these days. Keeper_Riff outlined a workflow, starting with FontLab to edit TTF files... https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/12/#findComment-271548 Specifically Carleton: https://forums.thedarkmod.com/index.php?/topic/12863-translating-the-tdm-gui/page/4/#findComment-262135