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  1. I had a series of bow-related crashes in the new mission The Lieutenant 2: High Expectations, on linux. In a specific part of the map, selecting any bow weapon and then pressing attack/fire caused an immediate crash --just as the animation starts. To avoid it I had to reload and shuffle a couple of times through weapons.
  2. I don't think it is bad idea if TDM would have been conceived that way. At the beginning of a mission you can change your gear if you want (and have the coin): Default shoes: your everyday footwear. Soft boots: a little muffled and you can move a little faster but a bit slippery and you are prone to more damage. Hard boots: more noisy and make you move a tad slower but the stability allows you to draw and use your weapons faster and health lasts longer. This system would have allowed for a wide range of unique and exclusive wearable items such as the (in)famous Jester hood, for the more demanding players.
  3. 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.
  4. 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....
  5. 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?
  6. Someone actually updated They Hunger into They Hunger: Relit! It adds more weapons and an Infection System where you get harder to kill the lower your health is.
  7. I always die if I try to fight a guard with the weapons they have right now. Does anybody kill them?
  8. Better Armed Guards & Mythos Creatures? I don't think the existing guards provide enough of a (apparent) threat or challenge, individually. They need to be better armed - could brandish; Halberds / Pikes / Spears, Double-headed Battle Axes, Latchet Crossbows... (Enemy-only weapons that arn't usable by the player.) 16th century latchet crossbow (example) YT Video of Tod's #1 YT Video of Tod's #2 TDM is still missing the following T/T2/T3+ type 'Dark' Mythos creatures: Burrick (Belcher) Tree-Shambler / Treant Cray-men Bug-Beast Any chances of seeing these? I miss chopping Burricks into cut-rate dino meat.
  9. 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)
  10. It doesn't matter if it's not commercialy realistic or not; this is a thought experiment. So, my thoughts... Main plot: Kind of generic revenge theme in many movies but the originality would have to be in the implentation. Garrett married, settled down, and mostly honest (but does the odd thieving on the side.) His teen son/daughter (also called Garrett since I've always assumed it's a surname?) learns from him. Because Garrett is a loose cannon, the Keepers send an assassin who kills Mr and Mrs Garrett (perhaps not knowing they have a child.) We now play the son/daughter called Garrett and (if male) with the same voice actor Stephen Russell or a good soundalike thus providing continuity. Our main purpose is to destroy the assassin and possible the entire Keepers organisation. Keep all the old classic tools/weapons/armour/features with new ones for added interest. Find a way for player to use that remote eyeball camera thing. Highly three-dimensional open-world with tons of rooftops, etc. and lots of optional sub-missions. Optional companion(s) to work with Garrett. The player chooses how long they stay with him (or not at all.) So you might want a specialist safecracker or rock-climber or even just someone who knows the way to wherever you're going. Optional third person pov that can be switched easily during the game (like Fallout 4). Note that I do not like 3rd person myself but many do. And even if playing 1st person, it's sometimes handy/fun to switch back and forth to check out your armour or location. Optional, in-game switchable difficulty level with always a super-easy level. I'm sick and tired of abandoning games that are just too hard even on so-called 'easy'. Failing that, some kind of in-game tiered hint/clue/spoiler so when you're totally stuck, you can refer to character's own notes for example. Or maybe somehow use looted gold to buy help or maybe looted magical objects that provide inspiration, guidance, whatever. Nobody should ever fail, just have different levels of success. I'd even accept a walkthrough option rather than abandon. Remember, this is all optional.
  11. 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
  12. You might want to manipulate inventory items & count, & available weapons, too. Some scripting support, but varies.
  13. 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/
  14. 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/
  15. Here is the testmission, with the modified mainmenu_briefing.gui in it for testing. You need at least 2.12 dev16789-10349 to make this work. mission1.7z Edit: Btw. the missiontext is a lie, because the mission starts without weapons, so you can't knockout the guard.
  16. 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/
  17. 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.
  18. 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.
  19. 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
  20. We will look at some of this stuff, but SPOILER tags, please!!!
  21. Annother thing; A.I. Predictability - why not have an occasional Coward Guard, or Mad-Maid? A Berzerk Butler, attacking with whatever throwables are handy - or impromptu weapons like pots/pans/plates, an angered workman employing his tools against a most unwelcome burglar. Can NPC's carry items even?
  22. 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!
  23. Interesting, although I'm not sure what to make of that. One of my favorite games (The Chronicles of Riddick Assault on Dark Athena) was published by Atari, and, they don't even seem to care to keep the activation servers running much. Or remove/change the copy protection, which doesn't work at all on Windows 11. I really hope that Nightdive delivers at the end of May... I'm not one of the shit storm crowd (it's absolutely horrible on the Steam forums...), but, 7 years of development is a long time, and delaying the release obviously has become a bit of a habit, to say the least.
  24. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
  25. Arrow / Weapon BIND STACKING: AKA old Quake mod style re-use of Impulse 1,2,3,4,5....plus tool-variations But; built around General Type/Intended Use: Blackjack / Club / Heavy-Vase / Hammer / Ether & Rag, ect... {Knockout weapons/tools} Short-Sword / Dagger / Stiletto, Blow-darts, ect... {Killing weapons/tools} Water (arrows) / Extinguisher (manual water pump) / Soot (arrows)... {Light Dousing tools} Fire; 'Explosive' (arrows) / Concussion (arrow) / Incendiary (arrow)... {Explosive weapon/tools} Rope (arrows) / Vine (arrows) / Grappling-Hook (hook & chain)... {Vertical movement tools} 'Ether' Gas (arrows) / 'Tear' Gas (arrows) / 'Mustard' Gas (arrows)... {Mixed use gas/vapour tools} Moss (arrows) / Paint (arrows) ...{Sound-impact / light absorbing tools} Glue (arrows) / Flash (arrows) / Noisemaker (arrows) / Fire-crackers... {Distracting / disabling tools} Noting the following are new; Heavy-Vase: used double-handed; a loud single use blackjack that leaves a mess... Dagger, Stilleto: Short range, Can't block - the latter CAN penetrate armour if attacking a weak-point... Blow-Darts: Specialized tool of assassins - useful dealing with multiple guards...or special people (its deadly). Ether-vial & Rag: Used from behind its very effective at disabling. It will evaporate in moments, limited uses. Extinguisher: Ever wanted to just spray some water on a torch? This, does that. That's it. Only close up. Paint Arrows: Permanently covers electric light sources & blinds optical sensors [which WILL trigger them!]. Glue Arrows: So, you need to stop charging guards?; Loosing one of these creates a puddle of Ultra-Adhesive capable of binding anything together for a little while. Works against Bi-pedal AND Quadrupedal foes! I think TDM; needs more puzzle-ish odd tools and places to use 'em! (and not having more re-bind things for every darn map)
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