Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 11/02/19 in all areas

  1. Story: Build Time: Thanks: Download: In the in-game downloader, when it's back up* or at the following locations: Dropbox http://darkmod.taaaki.za.net/fms/lhl.pk4 http://fidcal.com/darkuser/missions/lhl.pk4 http://www.southquarter.com/tdm/fms/lhl.pk4 *right now the mission server is down, which means you will need to manually download and install this mission. Download the pk4 file from dropbox above, and place it in your folder called LhL inside your "fms" folder in your TDM install directory. Let me know if you run in to problems! Gallery: Hints, Tips, Walkthrough, Spoilers(!):
    2 points
  2. Excellent small mission! For some reason, it reminds me a little of Mother Rose. The audio design and voice acting are top notch here. If I were entitled to wish fulfillment, I would love it if:
    2 points
  3. This post seems to imply, that backup mission servers exist. The game just does not use them. Servers going down is a common cause for community projects to die. Making the infrastructure easily forkable is one of the steps, that drastically increase the chance of survival. This time the one (and only?) hardcoded server might come back up. But please also make mission download locations configurable by text file like already done for the updater.
    2 points
  4. To cut right to it, Thank you all. Big fan of the darkmod and have been for a very long time. Have always found myself returning to play it once every other year. I love the universe and setting it is slowly creating and have a knack for obtaining notes on demography and other stats pertaining to the subject of population. So I felt it fair to the wonderful community that is the dark mod, I would put my passion to use and try to come up with the most realistic (in respects to it being a fantasy world) stats portraying the general population of the city of Bridgeport and its surrounding country side. Given if I have any more steam to keep going, all other areas outside of Bridgeport, referenced or played in will receive this treatment. Now the steps I took for this information comes from history as well, most of the numbers used for the average household population are in fact borrowed from medieval documents. these historical records have given us a in depth average household size ranging between 4.41 to 8.47. Taking this basic information, the first thing I would do in a level of the dark mod is know what part of town this is, whether the household size in a part of town like this will be higher or lower on the scale. in reference to the wonderfully named Plague ward, one could just assume that most of the homes have long since been abandoned. Second start counting the individual homes within the map itself, granting a small number of houses, apartments and manors. Lastly, getting a view at the skybox. This is where the majority of the houses counted comes from. Levels like "Volta and the Stone" and "Somewhere above the city" have images used in the out of reach zones that give ideas of massive rural areas splatted with hundreds of countless villages. While others such as "Business as usual" Have massive sprawling city interiors with industrial complexes, a cathedral for every block and 12 floor skyscrapers (that is skyscrapers for the bridge port population) One background showed up the most out of all of them, a nice image of some central European looking town. I just had a note to the side that stated about 3,144 homes were more or less present within that image, being looped around the level like six to about seven and a half times. To quickly state, these numbers are not cannon, this is just hopefully providing a solid base to reference. Sometimes it’s just nice to have a estimation present, and I hope that this one pays the respect due to the creators of the levels. I hope that I did not forget anything, or anyone's level that is worth a mention. With the grand door to door process of obtaining a proper household count as I could. I placed the data within a collection of charts that I am going to share with you today. Lords and ladies, commoners and merchants, may I present to you a work of several weekends of passion. Whala: ---------------------- Sources used to gather this information provided: Every Mod made so far by the DarkMod Community as of 11/2/2019 (in numbers about 125) St.Germain-des-pres Abbot Eponymous Daily life in the middle ages Paul B Newman Manners customs and dress during the middle ages Paul Lacroix Colin Mcevedy and Richard Jones atlas of world population history
    1 point
  5. Final note about the city guards, private guards and lawlessness
    1 point
  6. I still have plans to record a vocal set that would serve as the voice for a male Pagan tribe member, whose still living out in the wilderness in some camp or hamlet, and wandered into a local town or city. The sort that keeps to himself, but does trade with the more civilised folk whenever he needs some specialist goods (isolated tribes tend to be pragmatic about new tech and goods, even when they prefer a more traditional lifestyle). Another vocal set idea I had was for a foreign or semi-foreign trader, from another "European" state outside of the Empire, or some further region of the Empire, where people have different accents than in Bridgeport et al. I don't have an anglophone accent when I speak in English, so my accent could pass for either a person from a more distant region of the Empire (some citizen/trader) or for a stereotypical "barbarian" tribe member that thematically falls under the Pagans (as a faction). Unlike Thief's Pagans, our versions are meant to represent pre-Romanised or pre-Christianised Germanic, Celtic, Baltic, Slavic and other tribes and nationalities, so having one or two "foreign-accented" vocal sets for the Pagan males (at least) would be useful. For my vocal set, I certainly won't be saying everything in diminutives like Thief's Pagan faction members used to do. That would just be super-silly, given the different, more historically plausible tone we're going for with TDM's version. Well, that's the general idea. It's like a low-fantasy alternate Earth, with some history paralleling some of our developments, and some of it quite divergent. It's a fantastical alternate Earth, since we not only have an earlier industrial revolution, but also some functional magic, monsters, etc. To slightly paraphrase Reg Pikedevant, "Historical fantasy is a good explanation / Blend antique reality with imagination.". The article on the historical fantasy subgenre I link to even notes that common settings for the subgenre include "fantasy steampunk", "medieval fantasy" and "gunpowder fantasy". We might not openly show any gunpowder in TDM, but a gunpowder fantasy setting usually implies an equivalent of the early modern era, and we have a lot of stylistically Renaissance and Barocque stuff in the game, in addition to late-medieval and Gothic things.
    1 point
  7. This was quite a nice Autumn surprise! Not terribly big or difficult, but well-realised, and with the plus of emotional investment. Definitely strong on mood. Many fine little details make the picture even better - I liked the subtle, unsettling little changes over the course of the mission. It was all just right.
    1 point
  8. Nevertheless you are better reusing existing infrastructure than managing your own. Also having at least two people with access to it at any given time.
    1 point
  9. If the main server is reliable, and easy to reinstall, that isn't needed. For example you can have the home folder in a different cloud drive than the system, and a script with all the installed software. So in case of breakage you only have to reinstall the system drive, and run the script for having the same software installed in ten minutes. The server is up again in an hour.
    1 point
  10. FadeInLight and FadeOutLight script events should do this: http://wiki.thedarkmod.com/index.php?title=TDM_Script_Reference That said, you could also use a parm value for rgb in the light material def and just have your script decrement the parm.
    1 point
  11. Honesty, I loaded the mission and it looked very blocky in an old time DOS gaming kinda way, then story and building interior took over. It was a very fun and well put together mission.
    1 point
  12. Man that was a perfect mission for a stormy Halloween night. A couple moments gave me goosebumps; really liked your use of sound. Job well done Bienie!
    1 point
  13. I can only repeat myself. I'd love to have some missions involving pagans. I know there's a lot of stuff missing in that regards, but, before we venture to even further parts of the world, i'd think it would make sense to explore what's there already. Pagans were one of the most interesting factions in the original Thiefs for me, especially because of the mystery and cult surrounding them.
    1 point
  14. A suggestion that came up in the pub yesterday with Bikerdude & SirTaffsalot. My first not-quite-right attempt. I'll let the video fill in the details: http://youtu.be/jrMjgSkPndg
    1 point
×
×
  • Create New...