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  1. 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.
  2. Hehe thank you so much ^.^ Yes, my love for recording Field Recordings has started as I discovered https://mynoise.net - one of my main resources to find peace in this loud and fast world. Professional recorded sounds, built into really useful generators, that really catched my interest. So I bough (affordable, "beginner") Equipment (Zoom H5) and started my own journey. It's super interesting to catch noises and sounds; when I'm outside and focus on sounds, anything is like a big orchestrated melody. There's so many stuff going on that our normal hearing isn't capable of hearing or even recognizing, but that can be made hearable / layed a focus on, by recoding it with a good microphone and recoder. Thanks for linking me to the newbie section ^^ I've also roamed a bit through the wiki. At the moment I'm at lesson # 5 of "TDM New Mappers Workshop" by Springheel and I've created my first room. Yay! ... what I really need to know asap is how to make readable books. That's super fun ^^ I'm going to find out, soon. What I already managed is to import a selfmade texture; a .tga image on a thin brush. That's all newbie stuff you all certainly just can slightly grin about; but for me it's a huge thing, as I'm learning totally new stuff here. I already have some experiences by using an level editor for OpenSimulator (opensource equivalent to Second Life), that's a small advantage in handling the camera angles and editing. But EVERYTHING is new to me at the moment and super interesting. Can't await to learn more and tryout more. I'm super hooked at the moment and can't await to build and construct and tryout things ^^
  3. @nbohr1more, I just recently noticed that back in Oct you reported in https://www.ttlg.com/forums/showthread.php?t=152771 I didn't see anything about this in the current "What's New in 2.13". Will this new functionality actually happen for 2.13, and if so what FMs can now be re-downloaded to get the enhanced translation packs? Particularly "early TDM missions [that] also have German, Italian, French, etc translations". Pointer to any new bugtracker/forum/wiki info about this appreciated.
  4. I think it's good to make sure it's only happening in 2.13 and not also in 2.12. If it also happens in 2.12 it's probably just an (lod related) mission bug that the missionmaker (bikerdude) has to fix. I already send your post info to him (he's not on the forums)
  5. I have installed F5-TTS with pinokio: https://pinokio.computer/ It's remarkable how fast this model is and how easy to use. Just find some longer voice clip and use it as reference audio. Under Multi-Speech you can upload more voice clips and give them tags/Speech Type Names, of use this for different voices alltogether, then simply start the scentence with {your tag}. {your tag2} etc. I took 4 clips from the moor tagging them soft, normal, angry and shout, then making them say the same line: YourCamel.mp3 It works very fast and the quality is very much the same as I got out of tortoise-TTS, but seems not as good in keeping the character of the voice.
  6. This is a topic about using the ambient cubemap: I think the instinct to suggest ambient cubemap lighting is because your church has unreadable geometry due to the flat ambient lighting and same texture all over it. Other than ambient cubemaps, you can ( in order of least to most difficult 1) Enable SSAO and increase your SSAO radius ( r_ssao_radius 128 , etc) 2) Place dim lights around the church to emphasize contours ( this is typically called "bounce lights" and you use the ai_see 0 entity arg to prevent the light from impacting the lightgem ) 3) Simulate AO via grime decals 4) Re-texture parts of the church with textures that are similar but have different shades to simulate some directional lighting 5) Export the church to Blender and bake lighting to a texture in Blender then export the baked lighting as a model with a blend filter decal material to overlay the church 6) Use the "Strombine" lighting technique: http://lunaran.com/maps/quake4/strombine/
  7. I ran testImage models/darkmod/props/textures/painting03_l_d in the console and it correctly showed a picture (see this screenshot of part of the darkmod window). No idea why that particular texture would be loaded at that point, it's not the picture I was stealing.. If I first run testImage with that image and then frob the picture, the "Trying to load image models/darkmod/props/textures/painting03_l_d from frontend, deferring..." message does *not* turn up, but it crashes anyway.
  8. Happy 15th Anniversary to The Dark Mod! As of October 17th. 2024, 15 years have passed since the TDM 1.0 release! In that time, we evolved to most or all of the features that players were asking for since the concept of TDM was first mooted in the TTLG forums in late 2004. Campaign Support, Soft Shadows, EFX Reverb, Multi-Core Rendering, Uncapped FPS, Ambient Occlusion, Subtitles, are among the roster of perennial requested things that have been brought to life by the development team in addition to the core Thief 1 \ 2 game-play items like the Lightgem, Rope Arrows, Swim-able water, lock-picking and ( of course ) advanced AI enemies. To commemorate this occasion, please join us in celebrating the Release of 5 missions for our 15th Anniversary Contest! . The Imperial Sword Bikerdude was encouraged to reclaim an abandoned version of his older mission and rework it into a new one. Now the formerly lost work is a glorious new experience with scripted dialog, special events, and a decayed imperial cityscape! . The Wizard’s Treasure Thebigh has made yet another bite-sized mission with a focus on quality game-play and challenge. The mission is extra impressive for the scope and visuals achieved since his decision to join the contest was fairly late compared to other entrants. . You Only Fly Thrice DeTeEff has continued his progression of high quality and complex releases. Another relative late comer to the contest, this mission is a tour-de-force of excellent game-play ideas and is quite handsome with excellent volumetric lighting and modular asset usage. . Volta 3: Gemcutter Kingsal has decided to release his long awaited Volta Series sequel to be included in the contest. DO NOT MISS THIS MISSION! . Pinnacle: A Test of Talents UncertainTitle and TwilitWitch decided to risk their first mission release to be included in the contest roster. The use of both modular assets and many custom models give this mission a familiar yet refreshing visual appeal. . Please join the celebration and vote in the forum threads for each respective mission based on their contest criteria ( Game-play, Story, Visuals ). . . The Dark Mod 2.13 “Developer Build” The Dark Mod 2.13 is still a few months away from release but we wanted to highlight the fact that a few more of the long requested changes have been added in the upcoming release! . Parallax Occlusion Mapping! In the above video, you can see a that TDM has finally incorporated the long requested effect. This wont be applied to all textures since there may be some problems with visual anomalies and performance but we are already preparing for a future where lots of textures use this new and more three dimensional surface effect. Better AI sight! While the AI have always been good at seeing the player due to the lightgem ( sometimes “too good” so we had to nerf their sight ), AI have had various challenges seeing things like bodies, missing objects, opened doors, weapons, blood, etc. This is because it is not practical to give all entities \ objects their own lightgem. Instead we have used very simple math to represent lights which don’t match shadow and light textures. In 2.13 a new sampling approach aims to improve this so that AI can better see ( or not see ) items and bodies in a way that better matches the actual lighting in the mission. Mission Search! There is now a search window where you can specify the mission author or title to help you find your preferred mission rather than scrolling through over 170 missions. You can also change how mission titles are rendered with either the original title or the title with prefix words like “A, The” moved to the end. Improved Training Mission! The Training Mission has been upgraded to include a Vine Arrow tutorial, a Slow Match tutorial, EFX Reverb, Volumetric Lights, and some performance optimizations! Translation Packs! Between TDM 1.06 and 2.0 Tels and the translating community started translating many missions but these translations required that the original mission be altered in a way that made it harder for the mission authors to revise. The meant that translation packs were in limbo being hosted by 3rd party sites \ forums along with their orphaned old missions. The translators over at the Darkfate forums came up with an solution by including not only the translation strings in the translation pack but also the altered map files, GUI defs, etc that had translation work done to them. This would leave the original mission untouched but allow translation packs to override some parts. We have gone through the old archive of these translations and have reworked them to work with the latest version of TDM (and the associated missions). Most of the translations are Russian ( due to the continued work of the Darkfate people ) but many of the early TDM missions also have German, Italian, French, etc translations too. Subtitles! Datiswous has been creating story subtitles for many of the existing missions in the TDM mission database. Most authors have incorporated these into their official releases, otherwise players can still add them to the FM folder. . Hidden Hands: Blood and Metal Campaign Just before the 15th anniversary entries were starting to arrive, JackFarmer released an enormous 5 mission campaign that continues his well regarded “Hidden Hands” series!
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  9. Just played this, had to see what all the fuss was about . I enjoyed it actually, despite the shortcomings pointed out by others. You just simply need to watch those Springheel tutorials and go through beta test and it would be infinitely better. My own minor critiques: Spelling mistakes: 'Mummified' is spelled wrong in the objectives 'Maintenance' is spelled wrong in the instructions The stairs going up to the top floor is janky to walk on. This can be fixed by covering the stairs with a slanted brush made of clip texture, or appropriate nodraw_solid texture (e.g. tdm_nodrawsolid_carpet) The gate disappearing at the end felt weird. Just making it a door that opens or stopping the FM as you approach would have been better IMO.
  10. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  11. I would like the development team to consider applying the GPL3 licence to the following Text file which was created by @Tels, @Greebo and @Dragofer. tdm_internal_engine.mtr (darkmod>materials) The reason for this request is that it is a critical core file and without it the engine (when built from source) cannot launch at all. I would also like to query whether the following script files created by @Obsttorte and @Dragofer: tdm_audiograph.script tdm_camgoyle.script tdm_grandfather_clock.script tdm_safe_lock.script tdm_safe.script tdm_turret.script were intentionally released under the CC-BY_NC_SA_3 licence or if this was an oversight? I ask since all other .script files included with TDM (and which are all called by the engine source) all contain GPL3 headers while these files have no licence information at all so naturally fall under the CC-BY_NC_SA_3 licence. Additionally in investigating which text files are required by the engine depending on scenario (and while I understand that the number of developers who are no longer on the development team may affect how many of these files can be licenced) I wondered if these too may be open for consideration as to their licence? tdm_base.def tdm_soundprop.def cursor.gui mainmenu_background_custom.gui mainmenu_background.gui mainmenu_briefing_video.gui mainmenu_briefing.gui mainmenu_credits_background.gui mainmenu_credits.gui mainmenu_custom_defaults.gui mainmenu_custom_defs.gui mainmenu_debriefing_video.gui mainmenu_defs.gui mainmenu_download.gui mainmenu_failure.gui mainmenu_loadsave.gui mainmenu_main_ingame.gui mainmenu_main.gui mainmenu_message.gui mainmenu_music.gui mainmenu_newgame.gui mainmenu_objectives.gui mainmenu_quit.gui mainmenu_settings_audio.gui mainmenu_settings_controls.gui mainmenu_settings_gameplay.gui mainmenu_settings_gamma.gui mainmenu_settings_guisize.gui mainmenu_settings_language.gui mainmenu_settings_video.gui mainmenu_settings.gui mainmenu_shop.gui mainmenu_success.gui mainmenu_utils.gui mainmenu.gui msg.gui tdm_objectives_core.gui tdm_subtitles_common.gui tdm_subtitles_message.gui tdm_gui.mtr tdm_tables.mtr tdm_guis.sndshd all.lang english.lang These provide the foundation of a working base main menu. TDM's main menu also includes several undocumented commands (that neither show in listcmds nor listcvars) which are useful to know for anyone wishing to use the base source code. I have listed the .lang files solely because of the #StringNum associations, I appreciate that they are not truly required for the above to be a foundation. While looking into how far I could break TDM in removal of files, I came across this thread by @Fiver suggesting a Libre version of TDM: https://forums.thedarkmod.com/index.php?/topic/22346-libre-version-of-tdm/ I believe that in that instance all text based files would need to be GPL3 licenced, leaving only videos, sounds, textures, models and the like as still being under the CC_BY_NC_SA_3 licence since remaking the files would likely result in most cases with near-identical looking files to the original. Thankyou for your consideration.
  12. Automatic BC4 compression can be enabled for the new parallax maps. This is most likely true. As far as I understand, most of the specular maps should be grayscale. It does not mean we can enable the compression for all maps. But the loading code already checks whether all channels are the same and switches to single-channel format automatically if it is true, so it is possible to use BC4 instead in this case. Also there are light falloff textures. But they are few, small, and they'd better be uncompressed. Also there are light projection textures. Sometimes they are single-channel, in which case it makes sense to compress them it mapper wants to do it explicitly. Luckily, no. It is possible to set texture swizzle on the texture during creation, then it will automatically broadcast red channel to RGB on all fetches. That's how grayscale images work right now.
  13. @MirceaKitsune I don't want to devote too much space in this release notes thread to lengthy POM discussions (apologies in advance), as I am sure it will have it's own thread eventually as it matures in development. Just so you are managing your expectations even if it were desirable to just enable it for existing missions in the game (it's not), POM is a fragile illusion and in my experience so far it's not as straightforward as just extracting rough height information from a normal map and then flipping the "POM ON" switch. This will provide awful results and break the artistic intent behind missions for many reasons including: Parallax can really only create a relief - you need to work on your displacement values and material settings quite a bit to produce a result that is convincing as well as acceptable in terms of noise and is still useable as a typical tiling texture in the game that can achieve results like convincingly wrapping an edge or corner, allowing ai/objects to convincingly walk/rest on it, or allowing any other surfaces to intersect with it. Displacement also really makes things which are small issues with normal tiling materials look quite problematic. Things like texture alignment for example - how many TDM missions do you think were authored considering displacement when placing and aligning textures ? (Answer: 0%) The depth of relief is also influenced by things like the texture scale - what proportion of TDM missions were authored considering displacement when scaling textures? (Answer: 0%) This is something you would not just want to "flip on" for the entire game. When you have actual displacement it becomes quite apparent if/when your height information is not physically correct. Many if not most of the materials in the game have normals which were derived from the diffusemap color information using tools like “crazybump”. Convincing enough on a flat surface, but that is not going to be a given when you introduce actual displacement. Even if you addressed this with a new custom heightmap, you would then also need new normals for the parallax to be lit correctly in game. The POM looks really *really* awesome, but it is something which should be used rather intentionally and somewhat sparingly. If this feature makes it into 2.13 (keep in mind it is experimental) - it will be coming with many *new* assets which support the feature and I am sure the community will start providing even more. This may even include some classic textures getting parallax treatment, but as far as the core game is concerned these will be new materials. There is no intention of replacing existing material definitions in the game and the choice of how to deploy parallax assets should be the decision of mission authors. The idea that this does not “let everyone benefit”, or that new assets “will never be used at large” by authors has no bearing in reality in my opinion. I really don’t understand that mindset personally (I like how our classic missions look already) but if this is truly a source of disappointment for you, I suggest you pursue a mod or texture pack. I would just advise you consider the points above!
  14. I keep wondering if nothing can be done to let everyone benefit from the new parallax shader, for FM's both new and old. Apart from those of us who want to not being able to enjoy them on existing missions, the biggest issue is this great feature will almost never be used at large: No author will copy hundreds / thousands of materials from brush textures to skins applied on entities just to enable the effect. It feels like wasted potential for something that's already there and could look so amazing. Regarding the lack of height maps for existing textures, I suggest testing something if anyone knows how and has the time, I'm not familiar with the new system and trying to get a quick FM done while busy with several things at the moment: Extract the blue channel from the normal map and use that as the heightmap, maybe share some images of how that looks. From my experience with other texture sets in Godot, that provides accurate enough parallax and I'd to know if it looks good in TDM too. If it does we have a solution for applying it retroactively as a choice: The setting can have two modes... one to enable parallax only for materials that explicitly specify a heightmap, the other to generate an estimated heightmap from the normal map otherwise. As a bonus we don't increase the size of TDM by adding hundreds of new textures either! Edit: Here's an image from the test project I was working on in Godot. The Philipk texture set doesn't have heightmaps, I had to generate those and invert the specular texture to turn it into roughness: I automated an ImageMagick command to do it for all images and generate PBR versions. The parallax was extracted from the normal texture, it worked fine and looks exactly as I wanted it to.
  15. Something wrong with the hosts? See following topic for the investigation. https://forums.thedarkmod.com/index.php?/topic/22663-cannot-download-dark-mod/
  16. Maybe something is wrong on the hosts on that time? Others cant download it as well. https://forums.thedarkmod.com/index.php?/topic/22662-error-missing-end-chunk-0-193/
  17. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  18. Detection of player, bodies, ropes, etc. by AI depends a lot on how well-lit the object is. The player case is the most important one. It uses its own system to compute lightgem value, which renders additional views on GPU. Even with many improvements over the years, this approach costs a lot in performance, so it cannot be used for all objects which AIs can see. That's why there is another system for computing light values for the other objects. Since the engine was closed source when TDM was originally created, this system is very approximate. It takes into account light intensity and size, but mostly ignores the other factors like shadows, light projection/falloff textures, light texture transforms, blinking lights, lights with some material stages disabled etc. A new light estimate system has been implemented, and it is going to be default in 2.13. In fact, it has already been default since dev17104-10844. As far as I know, it accurately takes into account all the properties that our lights have. It has its own issues of course. It relies on a few samples on the object surface, and it is rather performance-intensive because it casts shadow rays all other the world. I had to distribute its work over several frames to reduce performance cost, so now it takes some delay to compute the proper value (which can also cause problems sometimes). Here is how it works on a test map: What it means for us? On the good side, you should no longer have a problem when you put a corpse into a dark spot under a table but guards still detect it easily as if the table did not exist. On the bad side, the new light values are inherently different, so guards might detect objects in situations where they did not detect them before or vice versa. Also the delay can probably cause some issues e.g. guards acting upon an obsolete value which is updated just afterwards. The effort is tracked in 6546. There are several cvars about this: g_lightQuotientAlgo: value = 0 uses the old system, value = 1 uses the new system. g_showLIghtQuotient: enables debug visualization like in the video above. g_les*: lots of internal parameters to tweak the system (you should not mess with them).
  19. Here is a texture pack that players can install into their darkmod folder to address this: https://www.moddb.com/mods/the-dark-mod/addons/tdm-213-mipmap-hotfix-for-lowend-players
  20. r_bloom_weight is set to "0.7" both in my 2.12 installation and in main repository. I never touched those values which means the default must be 0.7. Troy Sobotka is the original creator of AgX. He was active on Blender forums where he had long philosophical arguments about color with people. Also on Blender developer forums. I don't know if there's much more beyond those and his github page: https://github.com/sobotka Edit @stgatilov AgX however is a direct continuation of Sobotka's earlier 'Filmic', so there may be more about that: https://github.com/sobotka/filmic-blender https://blender.stackexchange.com/questions/164991/are-the-technical-details-of-filmic-available
  21. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  22. Please do. I can clearly see the lack of illumination on the new texture even without bloom enabled on either 2.12 and 2.13. I agree that the texture being called "unlit" is a bad name for it but mappers often choose the textures based on appearance rather than name so who knows how many missions we have where the author wanted an unlit look but couldn't get one vs wanted the current blue lit appearance.
  23. TDM Modpack 5.0 Compatible with The Dark Mod 2.13 (only!). The download link can be found in the opening post. Introducing... ~ THE LIGHT STONES ~ The shortcomings of the Light Gem come from the fact that we normally have nothing to compare its luminosity with and it is many times difficult to tell how lit we are. Fully concealed? Slightly lit? Besides, no wonder the original creator(s) of the Light Gem had to come up with the red frame because at some point it is impossible to discern medium from high brightness. The Light Gem has served us well but the time to mod it has come. Inspired by a comment by @Zerg Rush here is my take on the light indicator: This new light indicator does not make use of the red color. As far as usability goes I think it is best that we stick to yellow for light, red for health and blue for air. The Light Stones mod probably isn't the perfect solution but a step in the right direction for sure and the best thing of all is that I didn't touch a single line of code: the effect is achieved by simply altering five images. Light levels are calculated by the game engine the same as always but the outputs are displayed differently now. Love it? Hate it? See the Light Stones in action and let us know what you think! This mod is available in all missions. ~ Visually Visible Player Weapons ~ On the subject of light, according to the Light Gem Stones having the bow or the sword sheathed make you a tad more visible and I thought we could organically let players know by making these weapons "visually visible" in the dark. While I was at it I also made the Blackjack slightly visible for players to be able to discern its texture in very dark conditions instead of seeing a black shape. The change in the blackjack is minimal and I don't expect any complaint. This little tweak is included in Core Essentials and it is available in all missions except in A House of Locked Secrets, Hazard Pay and Noble Affairs. ~ Modpack Settings ~ Up until now we used an external file to configure some controls and now this functionality has been built into the game and the "Auto Commands" mod has been decommissioned. Simply click on the Modpack banner in the Main Menu to access this screen and setup controls to your liking: I haven't figured out yet how to detect if a particular mod is installed and this screen is always the same regardless of whether you have a mod or not. I will look to improve this in the future. ~ Inventory Menu ~ In previous iterations of the Modpack the Inventory Menu has gone through several visual and functional upgrades and this time thanks to @datiswous and @nbohr1more we can change the sorting of the items: ~ Flash Grenade & Shock Mine Mods ~ There's nothing new for players in these mods but I want to stop here for a second to say something. When creating mods I not only do my best to make them compelling and compatible with most missions but I also try to anticipate what mappers might do. The Flashbomb had never been modded by any mapper but due to some limitations during the 2.11 times the Flash Grenade mod was doomed to break a mission and it eventually happened in Kingsal's Moongate Ruckus. Despite it being my problem I wasn't sure how to tackle the situation and Kingsal was very kind and in an update he included a fix in his mission to avoid the incompatibilities. @kingsal, I once asked you include the file "def/tdm_playertools_flashbomb.def" in "Moongate Ruckus". I finally had time to review my mod in detail and make it as resilient as possible so feel free to remove the file in your next update. Thank you very much for your understanding. On a side note, the Shock Mine mod was also created during the 2.11 times and it has now received a similar treatment and the modded mine shouldn't break anything in the long run. ------------------------------------------------------------------------- Fellow @wesp5, For this release I revisited and updated most of the mods and some are of your concern: The bottle fragment in the "Fragile Bottles" mod used to replace the original entity but I changed it to replace only the model (and the skin) thus preserving the entity. This approach is way safer to guarantee compatibility with crazy stuff mappers might do. By default, FPS are uncapped in 2.13 and the "Blinking Items" and the "Loot Animations" mods have received and update to make them feel more or less the same under any FPS. Consider updating these mods in the Unofficial Patch. ------------------------------------------------------------------------- Once again, thanks @Dragofer for making standalone mods possible, thanks @stgatilov for everything you do, thanks @taaaki for hosting the game and maintaining this place and, last but not least, thanks @nbohr1more for all the house keeping. Here is the full change log (the download link can be found in the opening post): • v5.0 New release - Compatible with TDM 2.13 (only). - LIGHT STONES: Initial release. - AUTO COMMANDS: Decommissioned (replaced with an in-game menu). - CORE ESSENTIALS - MISC: Player weapons are visually visible in the dark. - CORE ESSENTIALS - MISC: The inventory grid/menu allows sorting items. - CORE ESSENTIALS - MISC: Inventory count removed for non-stackable items. - CORE ESSENTIALS - SMART OBJECTS: Added names to some actors / ragdolls. - CORE ESSENTIALS - FRAGILE BOTTLES: Bottle fragment now replaces the model instead of the entity. - CORE ESSENTIALS - LOOT ANIMATIONS: Mod revisited to make it work nicely with high FPS. - CORE ESSENTIALS - BLINKING ITEMS: Mod revisited to make it work nicely with high FPS. - FLASH GRENADE & SHOCK MINE: Removed potential incompatibilities with future missions. - SHOCK MINE: Shop price doubled (80 gold now). - SKILL LOOP: Final update to make it more versatile in destination. Happy Taffing!
  24. Great mission! I can't believe this actually worked on my old computer without reducing texture or rendering quality, only had a bit of lag, mostly after loading and some areas. The other realm reminds me a lot of dishonored, even some of the manor's atmosphere too. TDM gets better with each update regarding optimization because i remember having some trouble with missions smaller than this one. Also R.I.P Grayman. I never knew or spoke to him, but his missions were the first along with the official i played and made me like TDM.
  25. 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:
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