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  1. I'm currently in school full-time pursuing a degree in Computer Science going into my third year. Not a master programmer by any means, but I like to think that I'm fairly competent and a quick study. So far I've done most of my work/projects in C++, Java, FXML/XML, Python, R and Javascript/HTML/CSS, but have dabbled in C, C#, PHP, Kotlin, Go and Clojure. Right now I'm on Summer break and doing an internship, but I also have a good amount of free time to work on personal projects and if applicable or at all needed I'd be interesting in assisting the development of the platform. Since finding out about TDM a few weeks back (just prior to the release of 2.06) I have played through a dozen or so missions and it has quickly become one of my favorite games of all time. It takes everything I loved about the Thief series and improves on the mechanics and adds the variety and power of a passionate community to create one of the best games I've played in years. If there is anything I can do to help make this game even better I'd be more than willing to assist. I have also recently begun to develop my own level for the game (currently in the early stages of developing the story and learning how to effectively use DarkRadiant) which I hope to have ready for testing and release by the end of the Summer. I also just want to shout out to and thank everyone who has contributed to this project so far because you all have developed something absolutely exceptional.
  2. 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:
  3. 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.
  4. TDM Modpack v3.4 released in the opening post A couple of recurring concerns are that in bright scenes you cannot detect if an object is highlighted and sometimes junk is in fact loot but you cannot tell it apart. I will add that I personally find it a little annoying that I have to grab every book to understand if it contains relevant information or not. The BLINKING ITEMS MOD attempts to improve on these situations: Items within frob distance that go into the inventory (plus static readables) will blink from now on. The mod isn't perfect though, and in bright scenes you may still miss frobable items but you can now rest assured that you won't be overlooking important items ever again. The idea is that our protagonist has a trained eye in identifying at a glance what's familiar, valuable or remarkable and therefore relevant but mind you, the rest of the world remains as is and any other - common or uncommon - frobable object will not blink. If you had trouble finding or triggering that hidden or in-plain-sight switch, I am afraid the blink won't help you. I think this is a good compromise to improve the flow without altering the intended experience. One last thing, for the blink to work the console command r_newFrob must be 0, which is the game default. Full changelog: ============================== v3.4 - New release ------------------------------ • BLINKING ITEMS MOD v1.0: Initial release • PLAYER SKILLS MOD - ALTERATION v1.2: Improved special effects. • Minor corrections. Cheers!
  5. 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)
  6. 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
  7. 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!
  8. I didn't know that you made a research study on the subject. But, jokes aside, I think we're running in circles, aren't we? I could as well argue that, just because you have no problem with it, or act like there isn't a problem, doesn't mean that the majority of peple don't have a problem with it. Blackjacking in TDM always worked very different to blackjacking in the original Thief's. I never had an issue with blackjacking in the original Thief's, but, since I play TDM (which is probably 13 to 14 years now), I had a lot of issues blackjacking in it. That's all I can say. Maybe my blackjacking skills magically vanish whenever I boot TDM. IDK. Or maybe blackjacking just plain sucks in TDM.
  9. 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.
  10. 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
  11. TDM Modpack v2.4 released in the opening post Attention! autocommands.cfg file included. Starting with TDM Modpack v2.4 the F1 and F2 keys are reserved for mods. If you have any key bound to F1 and/or F2 please use a different key. Since the number of skills keeps increasing the F1 key is now a shortcut to the" Skills" category. And since the Tools category sometimes includes useful custom items (such as the "Peculiar Lenses" in Iris) the F2 key is now a shortcut to the "Tools" category. Neither of these two categories can be set to any hotkey in-game currently, so we are using the built-in autocommands.cfg file to set up the keys. It may be the case you already make use of the autocommands.cfg file to configure other things to your needs or liking therefore consider yourself warned. The autocommands.cfg file included in the Modpack can be easily deleted by accessing the Modpack in the MODS folder. ------------------------------------------------------- What's new in TDM Modpack v2.4? Ever wanted to know what was going on on the other side of the door before attempting to intrude? The peek is a built-in feature that mappers must setup individually in every door. Unfortunately, as good as the idea is, it is put to use only on a handful of missions. The new "Peek Door" Skill allows you to virtually peek through any door (*). Just get close to a door, select the "Peek Door" Skill, and press the "use" key. (*) by "any door" we mean any standard, human-sized door. A normal door, if you like. Thanks to the invaluable help of @Dragofer the mod works extremely well but mind you, we cannot test each and every door out there and, from time to time, you will get to see a weird view. Let us know which doors don't quite work and we shall take them to the lab for further analysis. In the same line, you may stumble upon a door you think you should be able to peek through, let us also know about these cases. You can find the download in the first post. Cheers!
  12. By the way, I know some people mentioned improving lighting skills, and I finally found an article that actually discusses some of the theory behind lighting that I can comprehend: http://www.blog.radiator.debacle.us/2015/03/lighting-theory-for-3d-games-part-2.html

    1. Show previous comments  3 more
    2. peter_spy

      peter_spy

      He kind of repeats all the stuff I got saved in presentations elsewhere (he uses some of them as quotes in his articles), but that's ok.

    3. Sotha

      Sotha

      I think he says mostly obvious things... but might be a good read to a person new to mission design.

    4. jaredmitchell

      jaredmitchell

      Yeah, demagogue, in part 5 of the article he mentions The Dark Mod because of how it undoes the hard shadow features of idTech4, which is pretty neat.

       

      And mostly I had issues with other materials being circulated here in regard to lighting because they didn't really explain the function of lighting and its placement.

  13. I will check your results @wesp5, thanks for your work! Meanwhile... Here is a more polished version of the "Blow" demo (you need to login to get the download). What's new in Blow_Ignite_v0.2.zip ? Everything is (or should be) standalone and we can further toy with the files without breaking anything else. I now refer to the Blow and the Tinder as skills or abilities and therefore the tinder has been renamed to "Ignite". Both the Blow and the Ignite skills will be added automatically to your inventory as soon as a mission start. No need to spawn anything via console. This should work right out of the box in most (all?) missions. Blow and Ignite come with brand new "Flashy" icons. I want these icons to be seen as abilities and stand out from other items. Current icons are by no means final, though. The two skills don't work under water (I would like to get at some point the red background on key press but this is secondary). Added a couple of extra "Blow Sounds" for variety. How to use: Add download contents to your TDM (I recommend using a Mod Enabler) Launch any mission and love it or hate it (feedback is welcome) Remember: this is a demo to get a feel of the idea and currently you can extinguish any flame, large or small, with no penalties. I really need the gurus to step in and push us in the right direction to figure something out. Cheers! Blow_Ignite_v0.2.zip
  14. 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!
  15. We will look at some of this stuff, but SPOILER tags, please!!!
  16. 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!
  17. 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
  18. 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:
  19. 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.
  20. What a mission ! It's been years I had so much fun with a darkmod FM. You guys rock. I just wish I could one day have the time and skills to thank the community with one of my own.
  21. Bad fit for TDM, maybe not impossible for a mapper with good scripting skills to make happen. It might end up more like a list of fetch objectives before sneaking aboard some ship, rather than something meant to affect gameplay.
  22. 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.
  23. 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".
  24. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  25. I think we all agree that good graphics are nice. The thing is, though, that a significant amount of work and budget has to be done for the shiny visuals alone, the hardware has to work hard to display it, and the games are getting a massive size on the hard drive. And, IMO, shiny visuals is the wrong way to go. The gameplay and atmosphere (including, and, epecially, the game's soundtrack and audio) are, in my eyes, much more important that high definition graphics (my best example for that would be System Shock 2. I already get goose bumps when I just play the intro of that game.). It's a shame to see the development over time, with people only caring about graphics. Every second game is trashed because of bad graphics or performance these days. And games like Assassins Creed, whose gameplay is as shitty as it gets, and requires absolutely zero skills (and gives you zero achievement that you've done something special), are AAA games with tens of millions of sold copies. It also shows the Zeitgeist, and the shallow mentality of the target audience these days. It's really sad to see. But, I guess it's the fate of most things which get commercially interesting for companies. At some point, it's just doing professional work, for a safe investment return. Instead of the creative "Let the game designers go wild!" in the early days (thinking Deus Ex, Thief, System Shock etc.). Also happens with most musical genres. Over time, they get less and less interesting, more professional, sterile, less creative, more professional handicraft.
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