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Thread: Free, Standalone TDM 2.04 Now Available!

  1. #201
    Member
    Registered: Nov 2001
    Location: The Olde Castle
    Check the bindings in the menu?

  2. #202
    Member
    Registered: Jul 2010
    Yeah, you can try re-binding the key or delete your Darkmod.cfg and then run tdm_update to grab a fresh copy.

  3. #203
    Member
    Registered: Jun 2011
    @Yandros

    C'mon fam, I know I'm not the brightest guy but I'm not that stupid

    @nbohr1more

    And that did the trick! TY

  4. #204
    A new TDM version... Yess!

  5. #205
    Member
    Registered: Jul 2010
    We're trying to get onto GOG. Please spread the word and re-tweet:

    https://twitter.com/nbohr1more/statu...23433554825216

  6. #206
    Member
    Registered: Jun 2014
    Location: Dunwall
    Done

  7. #207
    Member
    Registered: Jan 2001
    Location: Formby, NW England
    Is TDM old enough or is GOG really GG?

  8. #208
    GOG is just GOG now, they retired the "Good Old Games" name several years ago.

  9. #209
    Member
    Registered: May 1999
    Location: on the socio path
    Isn't GOG even more selective than Steam? Have they done a free mod before? Hope it happens, anyways (along with an updated Mac port).

  10. #210
    Member
    Registered: May 2004
    GOG has a number of Thief fans on staff, though, which might help.

  11. #211
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Quote Originally Posted by Abysmal View Post
    Hope it happens, anyways (along with an updated Mac port).
    We could really use some help with that. Trying to maintain and test 3 ports for each release is just too much. Would be great to have some Mac developers jump on that.

  12. #212
    Member
    Registered: Apr 1999
    Location: Portland, OR USA
    Hello! I've decided to give The Dark Mod a try. Alas, the website seems to be unavailable. Has it moved? Or is this a temporary thing? Thanks!

  13. #213
    Member
    Registered: Jul 2010
    The site is currently down but Taaaki should have it back up shortly.

    You can also get the installer from Moddb.

    As a note until I can reach the forums, here is the fix for image_init.cpp

    // HACK: to allow keep fonts from being mip'd, as new ones will be introduced with localization
    // this keeps us from having to make a material for each font tga
    if ( name.Find("fontImage_") >= 0 )
    {
    allowDownSize = false;
    }
    else if ( name.Find("fonts/") >= 0)
    {
    allowDownSize = false;
    }
    else if ( name.Find("guis/assets/") >= 0)
    {
    allowDownSize = false;
    }
    else if ( name.Find("postprocess/") >= 0)
    {
    allowDownSize = false;
    }
    else if ( name.Find("_cookedMath") >= 0)
    {
    allowDownSize = false;
    }
    else if ( name.Find("_currentRender") >= 0)
    {
    allowDownSize = false;
    }
    else if ( name.Find("_currentDepth") >= 0)
    {
    allowDownSize = false;
    }
    else if ( name.Find("/consolefont") >= 0)
    {
    allowDownSize = false;
    }
    else if ( name.Find("/bigchars") >= 0)
    {
    allowDownSize = false;
    }
    else if ( name.Find("/entityGui") >= 0)
    {
    allowDownSize = false;
    }
    else if ( name.Find("video/") >= 0)
    {
    allowDownSize = false;
    }
    else if ( name.Find("fsfx") >= 0)
    {
    allowDownSize = false;
    }
    else if ( name.Find("/AFX") >= 0)
    {
    allowDownSize = false;
    }
    else if (name.Find("_afxweight") >= 0)
    {
    allowDownSize = false;
    }
    else if (name.Find("_bloomImage") >= 0)
    {
    allowDownSize = false;
    }

    Currently, I cannot get post processing working with this fix but it allows folks to use image_downsize without making fonts, maps, and guis blurry.

    Patch link

    https://dl.dropboxusercontent.com/u/...size_patch.zip

  14. #214
    Member
    Registered: Feb 2008
    Location: http://thief-forum.pl/
    Thank you 4 update (2.04). I finished the training mission already and will refresh some other FMs.

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