The Dark Mod Forums » The Dark Mod
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The Dark Mod Forums » The Dark Mod
1w ago
In considering my possible upcoming TDM projects, such as upgrading some fonts to Latin-1 or "TDM Latin", I reviewed the current status of support for European Latin-based languages.
Basically, for FMs, the translation system has fallen into disrepair and disuse (or perhaps kicked into the grave). Neither "converted" (i.e., #str using) FMs nor Language Packs are now being maintained and distributed by thedarkmod.com.
As to other sites, for Cyrillic/Russian, DarkFate provides such resources. Are there any such sites in native Western European tongues, say, German, French, Italian, that likewise ..read more
The Dark Mod Forums » The Dark Mod
1w ago
Taffers,
Time ago @Obsttorte and I worked on an AutoHotKey script that allows to control the player speed with the mouse wheel. In a further attempt to reduce the amount of critical keys this game demands I also created back then a script that allows the Left Alt Key to act as a lean modifier:
Left Alt + W = Lean forward
Left Alt + A = Lean left
Left Alt + D = Lean right
I never got around publishing the script because it isn't as good as it needs to be but I think we can debate regardless whether such a Lean Modifier Key would be welcomed in the core game or not. The most interesting a ..read more
The Dark Mod Forums » The Dark Mod
1w ago
Since TDM 2.06 is such a different animal to the other 2.x builds (which are also much different to the 1.x builds prior to 1.08), I thought it would
be a good idea to see what folks can do when armed with our performance tuning wiki:
http://wiki.thedarkmod.com/index.php?title=Performance_Tweaks
How low can you go?
Certainly, you can no longer do tricks to make TDM run on DX8 hardware with unless that hardware fudges GL2 support via
driver workarounds.
If you set image_downsize to 16 can you run this on 64mb GPU's?
How old of a CPU supports Multi-Core?
  ..read more
The Dark Mod Forums » The Dark Mod
2w ago
There's been talk over the years on how we could improve texture quality, often to no avail as it requires new high-resolution replacements that need to be created and will look different and add a strain on system resources. The sharpness post-process filter was supposed to improve that, but even with it you see ugly blurry pixels on any nearby surface. Yet there is a way, a highly efficient technique used by some engines in the 90's notably the first Unreal engine, and as it did wonders then it can still do so today: Detail textures.
Base concept: You have a grayscale pattern for various sur ..read more
The Dark Mod Forums » The Dark Mod
3w ago
I have updated my Refont program, to now have a function that can analyze a font DAT file for missing or problematic characters. As part of a broader inquiry, I've just applied that program, individually, to all current 'english' font DAT files. I'm reporting the overall results here. I'm sure this will not be a surprise to some of you, but may be to others.
Background
As you know, TDM fonts are based a bitmap system, derived from 256-character code pages, of which "English" and "Russian" are currently supported. "English" is actually Latin-1, with additional characters to cover more European ..read more
The Dark Mod Forums » The Dark Mod
3w ago
The article https://en.wikipedia.org/wiki/The_Dark_Mod - also feel free to review the text.
Also, I want to add a video to the article, but again - license ..read more
The Dark Mod Forums » The Dark Mod
1M ago
A basic little detail we don't yet have is breakable decorations, I was wondering what is up with that and if maybe we can change it. Mainly thinking of new small decorations: I believe breakable crates or barrels were once experimented with, the entity may still be there but I've never seen them used, maybe someday those can be finished too.
Just like metal goblets / plates / vases / bottles you can pick up and throw, it would be nice to have alternatives made of fragile transparent glass. The difference being that when they hit a surface past a certain velocity, they disappear and shat ..read more
The Dark Mod Forums » The Dark Mod
1M ago
Sorry if this is already a thing, but I was wondering if we have a DarkMod official youtube channel (or if we could have one) where we can collect not only trailers and stuff, but more importantly, all the video tutorial series we have from people like Springheel, Sotha, Obs, Komag, Bikerdude, etc. It would be pretty sweet to have those playlisted or linked or something like that - Im not really knowledgeable of youtube stuff. Basicly, having all that valuable info collected in a single place ..read more
The Dark Mod Forums » The Dark Mod
1M ago
I couldn't help thinking of another realism related suggestion, don't know if it was discussed before but it seemed like an interesting idea. If this were to be changed on existing lights by default, it would have minor gameplay implications, but the sort that make missions easier in a fair way.
So... electric lights: Like the real ones of the era, they're implied to use incandescent light bulbs... the kind that in reality will explore and shatter upon the smallest impact, and which like real lamps are encased in glass or paper. In any realistic scenario, shooting a broadhead arrow at a lamp o ..read more
The Dark Mod Forums » The Dark Mod
1M ago
I'm looking for the setting that controls the number of difficulty levels in the options menu.
The current "hardcore" setting is not challenging enough for me, and I'd like to make it more difficult, like this one for thief.
I can edit the Darkmod.cfg file and would like to know if I can create a separate *.pk4 file with this file, removing everything unnecessary except the parameters I need. Will the game load the default settings from the game root and the additional data from my file?
Of course, it would be better if you could tell me how to create an additional difficulty setting. I ..read more