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  1. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  2. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  3. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  4. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
  5. I think it is a good idea! Our ingame mission downloader and mission view has long been subject of multiple improvement suggestions. Due to the sheer mass of missions that have been released in the last 15 years, things got really cluttered and especially newcomers will have a hard time finding what they want. However, improving the ingame guis is quite a task, so a web-based application might really suit this scenario well. Maybe we could even add a linke to it from our ingame menus, so user can access it quicker. Some more things to think about Would users be able to add custom tags and downvote / upvote certain tags, much like the system of Steam? This would also allow to add tags like "beautiful", or "difficult". Actually, the more users can contribute to this system, the better, because it will be automatically maintained then. The browser should also contain a flag for whether the FM belongs to a connected series of FMs or not and have the capability to go to the previous or next FM in that series. There should also be a flag for fully fledges campaigns. Some might like a flag whether or not an FM is "ghostable".
  6. Thanks for the feedback. The driver in question won't load on my machine, says it's not suitable. In Device Manager if I click update drivers and select Auto Search it comes back telling me my drivers are up-to-date so not convinced this is my issue. I also ran Intel Update Manager and it also came back saying there were no new updates for my machine. Interestingly there are a couple of Fan Missions for Thief2 that I get the same problem with, never knew why. Could it be OpenGL version? If so where can I see that?
  7. I finished it. It's a fairly good puzzle mission with some physical timing/movement puzzles with the colored orbs, light zones etc. Nothing quite as frustrating as some older puzzle heavy missions for Thief/Thief2. Just a few things I couldn't figure out:
  8. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
  9. Does anyone have these working in recent versions of Wine? Several years ago I used to play Thief and Thief2 in Linux using Cedega 4.x. More recently I had the games working in Wine, but I had not tried playing them in the past year or so. I tried today and found that after a mission loads, I'm left with a blank screen when the game rendering begins. I can hear Benny and the guards having their "bear pits" conversation, but that's about it. I cannot hear myself walk if I try to move and cannot hear any weapon switch when I try that. ESC does not drop me back to the game menu either. I am forced to press ALT-F2 to bring up KDE's run interface (which I cannot see) and type 'killall thief.exe' to kill the game. I know that this is related to Direct3D rendering because if I set the game to Hardware Off and choose an appropriate resolution for that, it then displays the graphics. But I still have no keyboard control and still cannot press ESC to get back to the game menu. On the positive side, quartz.dll is now functioning in Wine, so if I put the cutscene animations back into the MOVIES directory, the cutscene plays when loading the mission (tried in Thief2).
  10. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  11. I don't even use the crack myself since there is a much better way, and ddfix and widescreen worked fine for me. Here are my personal notes from back in May (some of the file versions are newer now...) ------------------- May 15, 2008 Komag's instructions for Thief 2 installation to use ddfix and widescreen INSTALL THIEF 2 - Install Thief 2 normally, such as in C:\Games\Thief2 (I always prefer to avoid spaces in directory names, so no "Thief 2" for me) - Edit DARKINST.CFG: My original said this: cd_path d:\ install_path C:\games\Thief2 language english resname_base C:\games\Thief2\res+d:\thief2 load_path C:\games\Thief2+d:\thief2 script_module_path C:\games\Thief2+d:\thief2 movie_path C:\games\Thief2\movies+d:\thief2\movies I changed it to this: cd_path C:\Games\ install_path C:\games\Thief2 language english resname_base C:\games\Thief2\res+C:\games\Thief2 load_path C:\games\Thief2 script_module_path C:\games\Thief2 movie_path C:\games\Thief2\movies - Make an empty .zip file, rename it snd.crf (not snd.crf.zip) and place it in your Thief2 folder (so that it's in the same folder that Thief2.exe is in). This allows the CD check to pass. - Start Thief 2 and test that it's working and doesn't need the CD. If you have a dual core processor don't actually go in-game yet, just start Thief 2 and then exit from the main menu. INSTALL DDFIX - Download ddfix (http://timeslip.chorrol.com/ddfix.html) I got the GUI version ("ddfixG.7z") - Unzip files into your Thief2 directory - Run "ddfixGUI.exe", chose a resolution such as 1024x768 (even if it's not the nice widescreen you want don't worry, you can adjust that later), and click "Apply patch". It should say that the patch was applied. - edit the ddfix.ini (or click on "Expert mode" in the ddfix GUI which simply opens up the ini for you), and change any settings you want. You may want to change the resolution to a widescreen one, such as 1280x800 like I have on my laptop. If you have a dual core processor, you will want to leave the default setting to solve that issue (otherwise you'll get Thief 2 locking up right away in game). Save the file. - Start Thief 2 again, and make sure you go into the options and choose the resolution you just set in the ddfix.ini. Set any other Thief settings you want (such as favourite key bindings, audio, game settings, etc). - Start a new game and test it out. Try looking at your map or objectives, and notice how fast it switches screens (since it doesn't do the stupid changing resolutions anymore!). Try to notice how much better it looks without the crappy dithering all over the place. Rejoice and be happy! INSTALL WIDESCREEN - Download DarkWidescreen-v3r2.zip (http://files.filefront.com/DarkWidescreen+v3r2zip/;10233995;/fileinfo.html) - Unzip files into your Thief 2 directory (it will make the "widescreen" directory in there too). - Run "DarkWidescreen.bat", follow the DOS box instructions (I entered 1280, then 800), and let it install. Your widescreen resolution has to match your ddfix resolution (duh). - Voila, try it out in game. You should notice that you can see more on the sides now, GREAT!
  12. I think the reason the dev forums exist is to provide a place where the implementation of features can be discussed without getting mixed up with other debates when someone believes what the devs are doing is wrong. We often post public discussion threads for features with subjective elements like the frob outline, because community feedback is very important. But there will always be vocal defenders with strong views for or against certain features, or how exactly it should be implemented in their opinion. At some point a decision has to be made and be carried through, which is what the dev forums are for. Almost all of the threads are very technical, basically explaining and discussing recent or potential code changes with other devs. Its hard to say. Its a hobby the devs do in their spare time, so people come and go when they're in the mood and when they have the time. The team page is mostly accurate except for some relatively newer additions like myself.
  13. Sign out of TDM forums, close browser, re-open later, "Huh...I'm still signed in?"

    1. Show previous comments  1 more
    2. Bikerdude

      Bikerdude

      Its a cookie thats keeping you logged in.

    3. Sotha

      Sotha

      Another visitor! Stay a while; stay forever!

    4. Tarhiel

      Tarhiel

      We´re like a Shalebridge Cradle: what comes in must never leave :)

  14. No. The Aeden's staff optional objective is the hardest of the game. To point out directions here, though, is getting into an area of heavy-duty spoilers ... so I'm constrained in my response just as I was constrained in my responses to the "endless keyhunt" complaints because to show the rather simple direction would be a huge spoiler. So I had to bite my tongue and take it. Aeden's staff is different, though - harder. I've never tried a no-KO ghost playthrough. Because I'm clumsy and have slow reflexes. I think it might be possible to do a stealth no-alerts playthrough. Are you allowed to KO? I think I've gotten the staff a few times in my playthroughs without alerting the builders in that room. The only switchable lights in the FM are table lamps. The cylindrical style wall lamps aren't extinguishable. The other fire and gas wall lamps are extinguished by water. In the Ox all waiters and commoners in the common room and outside are friendlies - except for the waitress in the upper lounge which is filled with enemies. You need water arrows. Moss arrows. Rope arrows. I've never used a gas arrow in a playthrough of the FM but one would make things easier, for sure. I'm going to replay the area and check through the locations that you mentioned - the loop etc. - then if it's OK with you I'll PM you with some info, tho' I'll ask you if you want the info first. So's not to spoil it for others who get that far in the game (few and far between!). I find it almost impossible not to click the "reveal spoiler" tags and read the info ... and, y'know, spoilers do spoil the real deal.
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