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Old 07-Apr-2011, 14:23   #26
nbohr1more
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The Dark Mod v1.05 is now out!

http://www.moddb.com/mods/the-dark-m...ion-105-is-out

Notable changes:

Significant AI pathfinding and door-handling improvements. It'll be a little tougher to exploit these guys.

Blackjack functionality has been improved.

The team found that the alignment for Blackjack hit detection was off such that in certain cases a legitimate hit wouldn't be registered. For several releases folks were complaining about Blackjack difficulty but the team members had no trouble with it so it was presumed that folks wanted the sloppy "Blackjack his foot to knock him out" style Blackjack mechanic from the Thief games. Hopefully these fixes will address any legitimate complaints that were unanswered in previous versions.

Plus, this will balance-out the fact that the AI can now get you more easily due to better pathfinding...

Keys have been brightened so that they are easier to find.

Some more AI animations.

Some new loot items.

Some portions of the particle system have been enhanced with LOD system changes.
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Old 11-Apr-2011, 14:38   #27
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Sotha's mission "Mandrasola" has been released:

http://www.moddb.com/mods/the-dark-m...asola-released

It is the first submission in The Dark Mod's "Seasons Contest" (The other entrants have until June to submit...)
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Old 11-Apr-2011, 18:33   #28
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Can TDM with quality fan missions become a worthy successor to the Thief games if T4 turns out to be a polished turd?
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Old 12-Apr-2011, 02:19   #29
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The Dark Mod team set it's goal to outdo Thief: Deadly Shadows and has succeeded on many fronts.

We may have to wait for Doom 3 to go Open Source to compete with Thief 4. (But many may see TDM as superior anyway if Thief 4 is not true to the original Thief game-play)...
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Old 04-May-2011, 16:56   #30
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Melan's latest mission, "Fiasco at Fauchard Street", was created as a Speed-building exercise. He documented the creation process, diary style, over at The Dark Mod forums.

I have conducted a brief interview to discuss Melan's Thief and TDM design and building processes.

Enjoy:

http://www.moddb.com/mods/the-dark-m...n-the-dark-mod

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Old 22-Jun-2011, 04:49   #31
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JUNE MEGA UPDATE!

The Dark Mod version 1.06 has been released.

Notable additions:

Multi-Mission Campaign Support
Mac OSX support
New Inventor and BlackSmith AI
AI now relight Torches, Candles, and Electric lights
Savegames are now compressed
More support for Multi-Monitor configurations like Eyefinity

Also...

The final "Seasons Contest" entries have been released!!!

http://www.moddb.com/mods/the-dark-m...ne-mega-update
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Old 03-Jul-2011, 13:40   #32
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After 3yrs of work, The Dark Mod's Lead Artist, Springheel, has released his first mission "A Score to Settle".

http://www.moddb.com/mods/the-dark-m...le-is-released

(The quality is through the roof!)

Edit:

Springheel, the team's lead artist, has responded to a short interview to follow-up with his mission release:

http://www.moddb.com/mods/the-dark-m...heel-interview

Last edited by nbohr1more; 25-Jul-2011 at 23:49.
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Old 25-Aug-2011, 23:40   #33
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Belated news. (My apologies).

Here are the results for The Dark Mod community's 2011 Seasons Contest:

Winner: Alberic's Curse (by BikerDude)

Scoring:

I used an average of points (x out of 5 voted) for each category then weighted the categories Gameplay x 3, Aesthetics\Story x 2 and Season Theme x 1 ... This is to match the weights for previous contests.

Ranks:

1) Alberic's Curse 81.4%
(weighted average = 4.07 out of 5 )
Author: BikerDude

2) Rake Off 79.62%
(weighted average = 3.981 out of 5)
Author: Jesps

3) Mandrasola 78.5%
(weighted average = 3.925 out of 5)
Author: Sotha

4) Reap as you Sow 70.28%
(weighted average = 3.514 out of 5)
Author: FieldMedic

5) Winter Harvest 57.12%
(weighted average = 2.856 out of 5)
Author = ShadowHide

Moddb article:

http://www.moddb.com/mods/the-dark-m...ontest-results

Further details at The Dark Mod forums:

http://modetwo.net/darkmod/index.php...-2011-results/
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Old 27-Sep-2011, 04:18   #34
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September Updates:

http://www.moddb.com/mods/the-dark-m...ember-updates1

PranQster and Bikerdude have both revised their first mission releases for better game-play and appearance. (PranQster also optimized his mission for better performance.)

The Dark Mod community is engaged in a Halloween Speed-build contest. Big guns such as Melan, Bikerdude, Mortem Desino, Fieldmedic, Stumpy (and possibly Sonsuke?) have entered the fray. Promising newcomers PranQster and Xcen are also on-board...
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Old 02-Nov-2011, 21:32   #35
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Stop crying!


Halloween is not over yet!

All the Halloween Speed Build Contest entrants have released their missions.

Samhain Night on Bone Hill (Author: PranQster)
House in Blackbog Hollow (Author: Stumpy)
A Night to Remember (Author: Fieldmedic)
The Creeps (Author: Mortem Desino)
Dragon's Claw (Author: Bikerdude)

Plus, a bonus creepy mission outside the contest:

Let Sleeping Thieves Lie (Authors: Sir Taffsalot and Bikderdude)

Stop by Moddb and check-out the details and screens!

http://www.moddb.com/mods/the-dark-m...-build-contest

Stop by The Dark Mod forums to vote for your favorites.

http://forums.thedarkmod.com/

Now get back to celebrating this important fall occasion!
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Old 29-Nov-2011, 05:40   #36
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The Dark Mod v1.07 is out!

http://www.moddb.com/mods/the-dark-m...od-v107-is-out

www.thedarkmod.com/main

Notable changes:

* International language localization support for missions.
* Translated HUD, GUI and Menus.
* Vine Arrows !!!!
* New combat animations and sounds
* Different Melee damage depending on weapon class
* Un-lockable Mines !!!
* New textures and compression of existing textures to DDS
* New models including Jack-o-lanterns, water tower, cloth doll, custom keys (with skins)
* New AI "waif" models
* Steam fix for problems with game saves and installing missions
* Stealth Score fixes

* Vastly improved AI behavior:

"It’s hard to describe all the ways our AI have become more sophisticated in 1.07, mostly thanks to grayman. AI will now properly notice and comment when suspicious doors are left open. They’ll notice rope arrows left dangling in lit areas, and will come over and look up or down the rope to see if anyone is on it. AI will notice if arrows are left sticking out of things (and will no longer call them “weapons”, or comment casually after getting shot with them). AI will do a better job of warning each other about suspicious events now too... If an AI sees the player but fails to catch him, he’ll warn all his friends that there is a thief in the area. If he sees a dead body, he’ll start warning people about a murderer. This causes the friends to start patrolling with their weapons out, ready for trouble. All the new interactions make the AI seem even more believable and challenging."
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Old 05-Dec-2011, 16:26   #37
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Folks... Please stop by The Dark Mod's Moddb site and place your vote for Mod of the Year.

(For your vote to count, you need to register at Moddb, otherwise your vote will only be used as a tie-breaker.)

Those hard-working developers deserve some recognition for all they've done and continue to do:

http://www.moddb.com/mods/the-dark-mod


Thanks,

nbohr1more
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Old 30-Oct-2012, 22:48   #38
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The Dark Mod 1.08 is out!

The first TDM release to incorporate it's own custom build of the Doom 3 executable, The Dark Mod 1.08 incorporates nearly a year's worth of fixes and improvements:

http://www.moddb.com/mods/the-dark-m...mod-108-is-out

The William Steele Campaign Begins!



With the release of the mission "In the North", Grayman's ambitious "William Steele Campaign" is formally introduced. Noted as one of the best Dark Mod missions to date by mod Lead Artist, Springheel (among others).

http://www.moddb.com/mods/the-dark-m...ampaign-begins
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Old 12-Dec-2012, 03:56   #39
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The Dark Mod has made it into Moddb's top 100.

Thank you!

Please sign-up at Moddb and cast your vote (only member votes count).

http://www.moddb.com/mods/the-dark-mod
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