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  1. 12 points
    A new Gondola for Neon's project. (NOTE the background map isn't related to it). Still kinda swamped with stuff to do (and other requests!) but least to say the Epi is still cranking models here and there.
  2. 11 points
    So, Taaaki got the new server running now. You can now download missions as usual again. Have fun, taffers!!
  3. 3 points
    Just remember, if you include the Thief games, people have been making and playing FMs since 1999. And (the really important part) they're still fun to play. It's such a perfect formula for a game, I can see why it's gone on for 20 years already and why people stay with it or come back to it. I think we're about as established as a gaming community can be.
  4. 2 points
    Quite the challenge in the title, right ? Well, as long as it is not difficult to implement into the base game, I think we should finally resolve this particular collection of missing assets. In recent years, I've come across several FM makers clamouring for being able to make an FM with a female thief protagonist for a change. If we find someone willing to do the female player vocal set, I think it should be someone who can affect a voice that sounds neither too youthful or too old. That's, IMHO, key. The player character's male vocal set already sounds like it could belong to any deeper-voiced guy between 20 and 50. I have started this new thread in order to finally organise an effort to create a female vocal set. That's one of the few stumbling blocks left for more original protag creation, IMHO. Some three, maybe even four years ago, Lavender took a brave stab at this - if memory serves me right, she actually finished her recordings for the entire PC vocal set, they just weren't processed and suitable yet for publication. However, as Lavender has left the forums, we're basically back to square one. I think we should look into contacting the female voice actors we already have here on the forums and doing an assessment of their voice acting samples. There's got to be at least two ladies with an appropriate voice range for the female vocal set. I think women voice actors in their 30s, with a wide enough voice range, would definitely suffice for what is needed in that vocal set. Bear in mind that the entire vocal set is actually non-verbal, so there is no need to articulate anything. The whole set consists of a voice doing sighs, or noises during physical exertion (e.g. climbing, lifting), and so on and so forth. Though there are dozens of these purely vocal "lines", it's not that long a list, so the vocal set can be completed in a fairly short amount of time. The selected voice actor could do the whole thing in a day or two (or several days), we could then filter through the various takes, select the best ones, have our sound guys help with cleaning up any audio issues, and we could then work on implementing the whole thing as an alternate vocal set. It would be a really nice (if relatively minor) addition for 2.08. Particularly for mission builders. I'd like to hear everyone else's thoughts on how we should proceed, who can provide oversight for the effort, and so on. Wikilink to our voice actor article: http://wiki.thedarkmod.com/index.php?title=Voice_actors Wikilink to our article on the script for the player vocal set: http://wiki.thedarkmod.com/index.php?title=Vocal_script:_Player
  5. 2 points
    Thanks @taaaki There's still an error. If you go to svn.thedarkmod.com it no longer redirects to svn.thedarkmod.com/publicsvn/darkmod_src/trunk. It simply shows 404 not found.
  6. 2 points
    Wow, so many "likes" in just a few days. Thank you, ladies and gentlemen.
  7. 2 points
    and if you know the name, kurshok, its better to add some more information about it. like this: found an article on eurogamer: https://www.eurogamer.net/articles/2015-08-31-the-modern-day-thief-reboot-that-never-was https://thief.fandom.com/wiki/Unfinished_Thief_sequels
  8. 2 points
    Aren't the player character's hands already gloved ? That would take care of any necessity to model more feminine-looking hands. I don't think the current player's first person (FP) models are that strictly masculine-looking. Under those clothes, you could still conceivably imagine a lady. Now, when it comes to third person perspective (TP), which virtually no one ever uses in-game, that's where some changes could be implemented, for the sake of differentiation. (Though, IMHO, a little too much work for little reward.) For example, you could make a copy of the existing TP player thief model and make the figure somewhat more feminine (including the texturing for the face above the facial disguise). As with the vocal performances, I'd prefer if we also kept subtlety for any of the potential AI model tweaks for the female variant. I doubt we're going for an over-the-top look for the lady thief, when the whole point is she'll be dressed as practically as her male counterpart. Currently, there are actually four female vocal sets for the NPCs. One for a younger commoner ("Maiden"), one for a middle-aged commoner ("Wench") and two different voices for aristocratic ladies. There was talk a while back, including by Springheel and co., to introduce a vocal set for a Pagan-associated female NPC. The final version of the vocal script for that set has not been nailed down yet, so we've avoided recruiting any VAs for that NPC. Hopefully we'll finally revisit it in the near future.
  9. 1 point
    I personally only ship technology that after testing it from all angles I don't find bugs in it myself, and even then I have to correct plenty of thing. My advantage is that I correct them as soon as possible, I don't continue buying furniture when my home is on fire. Sure there are bugs that are undetectable at first, but missing assets don't belong into that category. It's like shipping a car without mirrors, and saying you didn't see it. Cause if you haven't had time to do it right, what makes you think that you will have time to fix it? I have already seen many brilliant ideas during my lifetime that failed just because the program was buggy. All the business that did that were out of the game on the fast track, and this project is not exception. For instance the Dark Mod installer seems to fall into that type. Great idea, but my friends won't install it because the installer simply crashes on their Windows computer. Adding that the infrastructure is now down, it doesn't matter how great the game is. For them it simply doesn't work. One think is making mistakes, but seeing them as such and prone to correction. On the other hand saying that shipping with half assed bugs is gud, I strongly think that's a joke. This isn't even difference of opinion, this is playing phony on me. Further refute from my side is waste.
  10. 1 point
    Exactly. Those barebones swan-neck VoIPs aren't really good for anything other than videochatting and similar. Recently, I've bought myself a Samson Go Mic. While it's not recording studio grade, I've tested it and it's pretty awesome for such a relatively small, portable mic. While my test recordings had a very clear, crisp sound, without background noise, I plan to get a microphone screen for it, just to be on the safe side. Or maybe I'll even do a home-made one, it's not hard (cue nylon hose on a frame jokes). Funny story: Years ago, I needed to do a lot of voice recording for a radio programme proof-of-concept me and a few friends were developing (a book review show). Unfortunately, at the time, I only had a digital dictaphone and a fairly old swan-neck VoIP, nothing really adequate. You wouldn't believe what I did. I took a small rectangular table, covered it on all sides with thick duvets, blankets and bedsheets, then put a small reading lamp inside (it was weirdly dark in there, LOL), grabbed my scripts and went inside. I shut the backside of the thing, turned on the light and started recording. Yes, really, I made myself an impromptu recording studio. It was hilarious, true, but surprisingly, the results weren't that bad. I fiddled with the dictaphone settings as best as I could, plugged in that crap VoIP mic, and started recording under this sound-tight table. I had very little background noise and no pop, though I still wouldn't call the sound 100 % crisp. (The quality was certainly nowhere near my brand new SGM.) But given the very primitive setup, I did better than I ever expected. I thought the result would be muddled, but it was a nice surprise. Granted, I don't want to revisit that sort of setup, aside from jokey nostalgia, or if I felt it was absolutely necessary. Based on my recordings with my SGM over the weekend, right in front of my humming computer, and then listening to the recordings, I feel it's going to be all right. No need for overly weird escapades this time, at most I'll only need to add a screen.
  11. 1 point
    To slightly expand on that point, a good quality microphone is essential, with a wide frequency response and no colouration of the sound. Basically the sort of full-size mic that you might see in a radio studio, not a cheap VoIP mic or a gaming headset. It will be really noticeable if the vocals are recorded with a low-quality mic, once they get into the game. The audio might sound muffled, or particularly harsh around the sibilants ("S" sounds), and no amount of processing will fix it.
  12. 1 point
    Glad you liked it! Sounds like you explored pretty well. I think your guess is probably correct.
  13. 1 point
    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(!):
  14. 1 point
    You are correct, except that there are actually around 100 loot entity classes. But on further consideration, given their naming convention, I can use regex. So the following is now working for me as a custom filter, to hide everything except loot: <?xml version="1.0"?> <filters> <filter name="All But Loot"> <filterCriterion type="entityclass" match=".*" action="hide"/> <filterCriterion type="entityclass" match="^atdm:loot_.*|^atdm:moveable_loot.*" action="show"/> </filter> ... </filters> The first criterion hides everything. The second criterion overrules the first one by showing “atdm:moveable_loot_...” and “atdm:loot_…” entities. This solves my immediate needs. But noticing that there was in "DR/Filters/Edit Filters..." an undocumented (in the wiki page) filter type EntityKeyValue, I tried to use it to restrict visibility to Type 3 Loot (Goods), using this filter: ... <filter name="All But Loot Goods"> <filterCriterion type="entityclass" match=".*" action="hide"/> <filterCriterion key="inv_loot_type " type="entitykeyvalue" match="3" action="show"/> </filter> ... This failed, that is, did not show anything. I see other forum posts in the past that claimed to use this filter type EntityKeyValue OK, so I don't know. If I had permission to edit the wiki (perhaps some day), and assuming EntityKeyValue is working and the problem is just me, here’s what I would add as a bullet point to "What filter types do exist?": entitykeyvalue: With this type, you can specify an “entitykey” (i.e., spawnarg name) and “match” (spawnarg value). Other possible wiki page improvements follow. Following the mention of "filters.xml": Following the mention of Regex, include a reference to the particular flavor/syntax being used. Perhaps https://www.w3schools.com/python/python_regex.asp
  15. 1 point
    A great, scary little FM. I found 4 of 6 secrets as well as the hidden objective (Penny). Definitely a very spooky atmosphere thanks to the tense music. Nice small touches here and there ("I see you"). Thank you for taking the time to make this. One strange thing I noticed is that the end statistics say that I killed 2 enemies, even though I ghosted the mission. Is that because...
  16. 1 point
    I believe it was called "Thief 4: Dagger of Ways"?
  17. 1 point
    Agreed. I hope I find the time and motivation to continue my WIP. Maybe I could finally contribute something myself...
  18. 1 point
    There's a massive difference between the lines needed for the PC (mostly grunts) and the lines needed for an NPC (500+ lines of dialogue). Frankly, the necessary vocals for a female PC could probably be gathered from the three existing female NPCs. What is harder to accomplish is replacing the player hands with female versions.
  19. 1 point
    Molly was one of them and I've already contacted her. Waiting for a reply. As for Shadow Creepr, she's promised to take a look at the material over the weekend, and maybe start work on it in her free time. She has the existing voice files for comparison, as well as the list on the wiki, so it should be easy enough. There's no rush, really. I'll be grateful for any VA's participation, as long as the audio quality is good and the performance feels right. I've been slowly contacting several potential VAs just so we can have material to choose from, if someone's performance is good, but maybe not entirely what we're looking for.
  20. 1 point
    I'm with peter_spy on this and I assume John Carmack/id software also agrees, why, because the Doom 3 game and engine is full of warnings and even missing asset errors that do not cause a crash! Is totally normal during development to mess around with assets, materials, models, fonts, etc that never end being used and so get broken definitions to stick around, like i said, Doom 3 came with many broken/missing .mrt and .def files but the game worked just fine. When you are developing, specially in a multi-user environment you don't want your game and tools to constantly crash because someone else failed to delete a material file!? IMO crashes (asserts) and game-stop errors should be used for things that can potentially make harm to the user PC or cause serious visual problems in the game, all the rest should just be developer warnings that may or not be solved until shipping. And if you really want to cause crashes for everything during development then, use assert, those only trigger on Debug mode not release mode so there's no danger of the final release mode game crashing because of something that should be a simple warning.
  21. 1 point
    1. Good quality recording equipment. No background noise, no popping, the mic should only capture her voice. 2. Follow this download link, it has the existing male player voice files from the game. 82 voice files in total, the whole zip is 3,5 MB. Download the zip, listen to the files inside carefully, to get an idea. Also check out the player vocal script link I posted earlier in this thread. Both sources serve as acting direction. 3. Speaking of voice acting itself, subtlety is key here. None of the vocals should sound over-the-top or cheesy, they should sound like natural human reactions (e.g. to the strain of climbing, to getting injured, etc.). As also described in the earlier posts, the voice chosen for these female vocals should sound somewhere between mid-20s to early 50s, in terms of age range. That you could place it anywhere inside that age range and it wouldn't sound out of place. To sum up the tone of voice we need for the female thief: A mature, for the most part calm and serious female voice (calm, not boring), neither too youthful or too old sounding. "Level-headed, tough but also human, believably vulnerable, woman in her 30s to mid-40s" would be a good descriptor. We want these vocals to be consistent in quality with the male player vocals we already have - so that both versions of the player character would sound like life-hardened, patient professional thieves. Believable human characters that players can feel immersed in while playing particular missions. I think none of us here want the lady thief to sound like a caricature, while the guy thief will sound all calm and suave. We want them to sound like equals, two sides of the same coin.
  22. 1 point
    I think that the data that matters is the recent one, just in case a recent commit messed something up. The rest irrelevant. And the bug tracker being highly capable won't matter to me, as I will fix 100% of bugs anyway before developing more. I only need a list of bugs which isn't too convoluted on features and items. At the same time I would use tags for differentiating critical bugs, suggestions of improvement, and regular bugs. That classification would be good enough for knowing where to start working, further than that I don't see how the bug tracker could help. Bottom line is that the tooling doesn't matter as much as the process you use behind it. If the process encourages accumulation of bugs, the lack of clarity isn't due to the bug tracker but the strategy.
  23. 1 point
    Good news ! Shadow Creepr wrote back, she's interested. We have our first VA candidate for this little project. Now I'd need someone's help here at the forums, with uploading a 3,5 MB zip onto dropbox, or a similarly safe cloud storage space. I don't have a db account and I don't really want to start one, so if anyone is willing, maybe they could share their storage space for those 3,5 megs for a few weeks ? I'd like to send SC the link to the zip in a few days, just to strike while the iron is hot. Obviously, we'll try several VA's recordings for the vocal set, just to be on the safe side. The more contributors we get, the better. (I'm aiming for 3-4 at least, hopefully we'll have enough good recordings to choose from.) And as for involving SC and other VAs who might have previously lent their talents to Thief FMs, we might even recruit their talent for future TDM needs. I've seen several people complain in recent years that it's occassionally difficult finding a female VA if someone needs some dialogue by ladies in their FM, so knowing about people willing to help out on a more regular basis could be helpful. I think we should value all the voice acting talent we can get, especially if the quality is clearly good.
  24. 1 point
    I think a good early step would be if someone uploaded a zipped version of the pk4 that contains the player's vocal set. To dropbox or a similar reliable cloud service, it's only about 3,5 MB in size. We could then share the link with interested voice actors (if they don't already have TDM on their computer). They could download the zip version, unzip it and listen to the audio files, to get a bit of an idea what the male equivalent sounds like, in addition to the instructions for the VS, as linked to at the end of my previous post. I've taken a look at whether BrokenArts or RedLeaf (both over at TTLG.com) would be available to help. I'm a bit apprehensive, though. Both are great, but they've already done plenty of work for us in the past, and I think they'd both deserve a rest from VA contributions to TDM. Either of them could still try if they'd be interested, though. From the latest posting history I've seen, BrokenArts probably has other duties at the moment and probably wouldn't be available anyway. (We could try and contact her, but who knows if she has time.) RedLeaf seems to be more available, her currently last visits to TTLG were just the previous month, so maybe she could find some time in the near future, if she'd be interested. Concerning the rest of TTLG, I have revisited the Available voice actors thread and looked around for any potentially available VAs. I've already contacted Shadow Creepr, one of the VAs recommended in the opening post of that thread, but not RedLeaf yet, as I'm not sure whether to contact her. I might, though. Just don't want to contact too many people at once. Of the newer VA talent we know about here on the TDM forums, I'll try to contact Molly, just to ask whether she's still doing VA and would have some interest. If you know about any other female VAs who offered their help here on the forums, but I forgot about them, tell me. I'm all ears.
  25. 1 point
    Thank you! Act 3 and Act 4 are both being developed simultaneously and are definitely coming. If I had to put a number on them I would say Act 3 in it's current iteration is about 70% done and Act 4 is about 90% done. I'm unsure when I will be releasing them as at the current rate i'll have Act 4 finished before Act 3. I have been tossing around the idea of a same day release for both of them, but I think having some breathing time between the two might be good as well, it just feels a bit silly to sit on a completed mission though. As for the assets, I agree that some of those should be put into core TDM, but ultimately that's not up to me. The very talented Epifire created the audiograph machines and the crumpled piece of paper, the custom footsteps were pulled from Kingsal's Volta missions. I agree that they all sound fantastic too. The loot sounds were created by myself.
  26. 1 point
    Oops, I started researching fire elementals and replying before noticing the elemental discussion above was from four years ago. Sooo, I'll just post anyways in case anyone else was curious: fire elementals now work! Below is a screenshot from JackFarmer's "Hidden Hands: Initiation" mission (2018). As well, SH wrote in 2017: "Hopefully grayman's new fire elemental will see some use." And in 2018, JackFarmer wrote: "Yes, I can confirm (...) These creatures are fully functional...and they shoot on sight!"
  27. 1 point
    making of lion king 2019:
  28. 1 point
    Glad you enjoyed it! I would say that the mission is definitely inspired by Mother Rose but plays quite differently. The audio design was one of my priorities and I agree my GF did a good job on the voice acting.
  29. 1 point
    Oh my ... how did that happen? You were able to grab 500 loot before triggering the first conversation? That happened to me during testing a couple of times, but never if I triggered the conversation at the door. Did you noclip around, or do I have another bug on my hands?
  30. 1 point
    That is super strange. If I do update the file I'll make sure to leave the door frobable always. Those are actually custom still, even though you see them in a lot of missions. I asked Bikerdude for permission to use them but I think they're basically free to grab for mappers at this point.
  31. 1 point
    Glad you enjoyed it! My 14 yo made it all the way through though she was creeping very slowly for most of it My GF could barely make it through the garden before she screamed and ran away from the computer though! You're welcome! In what way was it surprising?
  32. 1 point
    Wow that is really strange, nothing I've ever seen or anything my testers have. Can you explain what happened from entering the second floor up to the point where door stopped being frobable? Did it open and then close or never open at all? I would suggest reloading or restarting the mission, but if this is a reproducible bug I may be able to do a quick fix.
  33. 1 point
    There has been two major infrastructure failings recently, the forums going down and, as I write, the official hosting for the fan missions. Would the team, in light of these, consider donations purely for infrastructure?
  34. 1 point
    Edited. Thanks for the eagle eyes. @ Petike, Iv'e sent you a PM
  35. 1 point
    Let me know if Petike will help you out or you need me, I looked through your post and noticed you have Mission of Mercy in there, and two entries for Patently Dangerous. My name was misspelled too.
  36. 1 point
    https://www.polygon.com/2019/9/19/20874384/french-court-steam-valve-used-games-eu-law French court rules that Steam’s ban on reselling used games is contrary to European law Sometimes I do have to remind myself that there really are places in the world where governments don't just metaphorically suck off corporations all day, and on the flip-side, actually stand up for consumers' rights. Sadly, I don't live in one of those places. I think if I did though, I would actually buy more games. Kind of ironic! Over here, they brainwash the masses with superfluous scandals in order to make sure citizens are distracted from the gradual erosion of our rights. "Did you hear what random celebrity/random elected official said/did yesterday?!?!" No, I didn't, and I don't care.
  37. 1 point
    A cloak of insanity has settled on me. If you like mazes, WS7 now has one. If you don't, well, ...
  38. 1 point
    ...and three more for good measure. I'll keep compiling the assets I've put together and upload some more in the next few days.
  39. 1 point
  40. 1 point
    Right, it does not send anything to GPU but see my OP - it makes the CPU do too much constant work when it filters the stages to decide if it has to send anything.
  41. 1 point
    That's why I offered posting the whole workflow here, just to have better understaning how it works (and in case you wanted to make models yourself). It's not that straightforward in case of .ase models. Btw. you can't apply materials to an .ase model for DR and TDM, if you don't manually edit it in notepad. So the first order of business would be making a material for a model and then pasting it in proper section in .ase model. LWO works in a different manner.
  42. 1 point
    Yup, you need to have a project folder (fms/yourfmname) with DR pointed to that folder as well. Then your folders will generally mimic the folder structure of TDM, or you can have fewer folders for faster access. You need "materials", "models", and "textures" folder inside your fm folder to make it work. Assuming you put everything there and you're using .ase model which was exported correctly with assigned bitmap, you need to edit it with notepad, and look for *MAP_DIFFUSE section. Paste the material path in the BITMAP section, but use "//base/" prefix, e.g. //base/textures/etc.
  43. 1 point
    I don't think he's talking about making models, just adding ones that have already been made but aren't part of the core assets.
  44. 1 point
    It depends a bit on your modeling software. You'll probably use .ase models, as .lwo isn't supported in popular modeling apps. For .ase there is actually a particular workflow you should follow, depending on your needs, and for stuff like multiple materials or shadow / collision meshes. I have that in my notes, let me know if you need it, so I'll post it here. Btw. you don't need any defs for just using models. Defs are for more complicated stuff, like assigning lamp model to a light etc.
  45. 1 point
    So, here's my current progress: Optimized the model Tried to improve the blade, failed miserably, still more to do Added wood grain Made some basic normal and specular maps (and realized that the normal map I had baked before is broken) Here's an image of just the basic diffuse map inside Blender: And here are some images from in-game: As you can see, I've messed up my baked normal map, I'll have to re-do it.
  46. 1 point
    Below is an updated list of all the barks existing in current scripts. This should be used as a base for any new scripts. Syntax is: Line Title: ["sound def name"] Actor direction filename, "example line" x suggested # of lines Total Lines: approx 270 (including grunts and coughs) Sound files should be in .wav format, mono, 44100 project rate, ================================================================================================= Tone and Attitude Dialogue should be generally modern, North American English, but with a slight renaissance flavour. The more educated the character, the more renaissance-speak is appropriate. Avoid modern-sounding words and phrases (eg, "What's up?" "Roger that" or "I'm going to kick your ass"). But at the same time, this isn't Shakespeare--the dialogue has to sound fairly natural to modern English speakers. AI Characters In order to create a variety of character types, vocal sets will be created for various "characters". A character, in this sense, is a distinctive voice, personality, and way of speaking. ================================================================================================= AI STATES: Relaxed Relaxed, Idle: ["snd_relaxed"] You're relaxed and going about your regular business. You aren’t expecting any trouble. You’re talking to yourself, so lines should be muttered in a low tone of voice, and punctuated with sighs, pauses and mumbling. idle01 "*sigh* A few more hours to go…." x10 Throat clearing/ coughs x3 Sighs x2 (you’ve had a long day) Humming and/or whistling an idle tune x2 Sneeze x1 Relaxed, Armed: ["snd_relaxed"] You're an armed character, probably a guard on patrol. You’re not expecting any trouble, but are ready to defend yourself if necessary. You are muttering to yourself about your shift or other combat-related concerns. idle_guard01 "Hmm, I’ve got a bad feeling about this shift.” x3 Sleeping: ["snd_sleeping" ] You're fast asleep and dreaming. A few snores, maybe a mumbled word or two. sleeping01 x2 Reacting to World: ["snd_reaction" ] ["snd_state3"] You are relaxed, and have just looked at something non-suspicious, like a book, or a playing card, or your reflection in a mirror. You make a grunt or comment, either pleased or not. Currently these lines are used primarily for AI playing cards—they make a comment after looking at their new card. They should be delivered without too much emotion. reaction01 “Aww.” [annoyed] x4 AI STATES: Alert These barks are meant to tell the player that the AI has seen or heard something. Observant: ["snd_alert1" ] ["snd_notice_generic"] You notice something subtle but aren’t sure what it is. Doesn't seem like anything serious. You are talking to yourself, so you should not be particularly loud and may trail off. to_observant01 "Hm?" x4 Observe a Sound: ["snd_alert1h" ] Same as above, only these lines refer specifically to a sound. to_observant_heard01 "What’s that sound?" x2 Observe a Sight: ["snd_alert1s"] Same as above, only these lines refer specifically to seeing something. to_observant_saw01 "Did I see something?" x2 Notice Something: ["snd_alert3" ] You notice something suspicious, and it caught your attention enough to warrant going over to check it out. You’re still not sure what it is, and you’re still mostly talking to yourself, but you're less casual now. to_searching01 "What's that over there?" x4 Notice A Sound: ["snd_alert3h" ] As above, you hear something loud enough to make you want to investigate. to_searching_heard01 "What’s making that noise?" x2 Notice A Sight: ["snd_alert3s" ] As above, you see a brief motion in the shadows. Better check it out just in case. to_searching_saw01 "What's that in the shadows….? “ x2 Notice A Sound, with company: ["snd_alert3hc" ] You're with friends and you hear something loud enough to make you want to investigate, even though it’s probably nothing serious. searching_heard_company01 "Listen, did you hear that? Let’s check it out." x2 Notice A Sight, with company: ["snd_alert3sc" ] You're with friends and you see a brief motion in the shadows. Probably nothing, but you should investigate. searching_saw_company01 "Did you see something over there?" x2 Settling Down: ["snd_alertdown0" ] You noticed something, but you haven’t found anything to worry about. It was probably nothing, and you’re going back to whatever you were doing. These lines are muttered to yourself. alertdown_to_idle01 "Hmmm, nothing now...." x3 Settling Down after hearing something: ["snd_alertdown0h" ] As above, but lines refer to hearing. Whatever it was is gone now. Go back to your business. alertdown_to_idle_heard01 “Just some wind." x3 Settling Down after seeing something: ["snd_alertdown0s" ] As above, but lines refer to seeing. You caught a glimpse of something moving, but it appears to be nothing. Moving on. alertdown_to_idle_saw01 "Just shadows." x3 Settling Down after noticing something suspicious: ["snd_alertdown0sus"] You saw something suspicious---an open door or a rope hanging down--and have searched the area. You can't find any intruder, but you're sure something is afoot. These lines are muttered to yourself. alertdown_to_idle_suspicious01 "Well, I don't see anybody, but something's not right." x3 Alerted by Something: ["snd_alert4NoEvidence"] You notice something that makes it clear that there's someone there, but you don't know exactly who they are. You don’t know for sure that there’s a threat, but you’re all business now, and your lines are directed to the mystery figure in the shadows. to_agitated_searching_noevidence01 “Let’s not have any trouble…come on out so I can see you.” x4 Alerted by Intruder: ["snd_alert4" ] You suddenly see or hear something that makes it clear there’s someone there, and you already have enough evidence to know that it’s an intruder. These lines are an aggressive challenge to the hiding enemy. to_agitated_searching01 "Hey, who goes there? Show yourself!" x4 Idle, On Guard: ["snd_alert_idle" ] You've seen an intruder or been told that there is one. You're on your regular patrol, but you’re no longer relaxed. You’ve got your weapon out, and you’re ready for trouble at a moment’s notice. You’re muttering to yourself. alert_idle01 “I’m ready for him.” x3 AI STATES: Searching Searching for Someone: ["snd_state4SeenNoEvidence" ] You’ve seen or heard enough to know that there’s someone around here, hiding. It might not be a threat, but if they’re hiding, then they’re obviously up to no good. You’re looking around for them. These lines are stern and generally directed at the hiding figure. searching_no_evidence01 "If you’re here, I’m going to find you." x6 Searching for Someone with company: ["snd_state4SeenNoEvidence_c" ] As above, but you're with friends. "We're going to find you, you know." x3 Give Orders to Friends ["snd_giveOrder"] You're searching for someone when friends arrive. Give them something to do." "Check over there." x2 Giving up after search: ["snd_alertdown0SeenNoEvidence" ] You’re pretty sure you saw somebody, but you've searched around and can't find anyone. This bark is played as you give up the search. You still don’t know for sure that it was an intruder, but you are pretty annoyed. You’re talking to yourself. alertdown_to_idle_no_evidence01 "Someone’s idea of a joke, I guess." x6 Agitated Searching: ["snd_state4SeenEvidence" ] You know for sure there is an intruder around, and you’re looking for him. You’re deadly serious now. Your lines are directed at the intruder himself. searching_evidence01 "You can't hide forever, rogue!" x6 Agitated Searching with company: ["snd_state4SeenEvidence_c" ] As above, but you're with friends. Your lines are either directed at the intruder or suggestions for your comrades. "I'll check over here!" "You can't escape us!" x3 Agitated Searching, unarmed: ["snd_state4SeenEvidence" ] You know for sure there is an intruder around, and you’re looking for him. You're unarmed though, so you’re not really sure you want to find him. You’re directing the lines at the intruder, and you should sound somewhat uncertain. searching_evidence_civilian01 “Hey, I know someone is hiding here…what do you want?” x4 Giving up after Agitated Search: ["snd_alertdown0SeenEvidence" ] You have confirmed there is an intruder but he's given you the slip. You've searched for him, but haven't been able to find him. You're giving up for now but you aren't letting your guard down. These lines are primarily delivered in a frustrated tone of voice. alertdown_to_idle_seen_evidence01 "Damn, he must have gotten away." x6 Giving up after Agitated Search, unarmed: ["snd_alertdown0SeenEvidence" ] You know there’s an intruder around, and you looked for him and didn’t find anyone. You don’t have a weapon, so you are rather relieved that you don’t have to deal with an armed criminal. alertdown_to_idle_seen_evidence_civilian01 “Phew, it looks like he’s gone.” x4 Joining a Search: ["snd_helpSearch"] You find some friends already searching for an intruder. You join them. "I'll help you look." x1 Ask for Help: ***** No Def Currently **** You’re in trouble; you found a guard and are telling him to come with you. “Follow me!” x1 Return with Help: ***** No Def Currently **** You’re not equipped to fight, so you ran away from the intruder, got help, and came back. The intruder is still here, so you point him out. gotten_help01 "See, just like I told you. Get him!" x1 Return too late with Help: ***** No Def Currently **** You went and got help, but by the time you got back the intruder was gone. You’re flustered and upset. gotten_help_gone01 "He was right here…look sharp, he’s probably hiding!" x1 COMBAT AND PURSUIT Spotted the Intruder, armed: ["snd_to_combat"] ["snd_to_combat_monster"] You have come face to face with the intruder. You are pulling out your weapon and getting ready to charge. These lines are shouted to the intruder. to_combat01 "Surrender or die, villain!" x5 Spotted the Intruder, armed, with company: ["snd_to_combat_company"] ["snd_to_combat_company_monster"] You have spotted the intruder and are getting ready to charge. Luckily, you have some friends with you. to_combat_company01 "Look there! A Thief!" x2 Spotted the Intruder with a body, armed: ["snd_spotted_player_with_body" ] You see the intruder, and he’s carrying a body! The fiend! spotted_player_with_body01 "Put that body down and surrender!" x1 Spotted the Intruder, unarmed: ["snd_to_flee" ] You have spotted the intruder. Oh no! He’s got a whole bunch of weapons, and you don’t have any! You are panicking and getting ready to run, and are yelling for help. to_flee_civilian01 "Help, there's an intruder!" x3 Lost Player after Pursuit: ["snd_lostTrackOfEnemy" ] You are chasing the intruder when suddenly he disappears. How did that happen? He can’t be far. lost_track_of_enemy01 “Hey! Now where did you go?” x3 Hit by Arrow: ["snd_taking_fire" ] You’ve been hit by an arrow from an unseen foe. You’re hurt and angry. You might be calling out for help or shouting at your attacker. hit_by_arrow01 “Come into the open and try that again you bastard!” x2 Running Away: ["snd_flee" ] You’re unarmed and are running away as fast as you can, but the intruder is coming after you! This is life or death, so you’re shouting in panic to anyone who can hear you. flee01 "Help me!" x2 Running Away, hurt: ["snd_flee" ] You’re armed and have been badly wounded by the intruder. You’re running away as fast as you can, yelling for help or begging for mercy. flee_hurt01 “I surrender!" x3 Running Away, event: ["snd_to_flee_event" ] You've seen something terrible, like a man killed right in front of you, and you're running away. to_flee_event01 "I've got to get out of here!" x2 Coming to Assist: ["snd_assistFriend" ] (is this used?) A friend of yours is in a fight and you are on your way to help them. You call out to let them know you're coming. assist_friend01 "I'm here! I’ll go around this side!" x2 Fighting: ["snd_combat_melee"] You're locked in deadly combat with an intruder. These lines are delivered as you swing your weapon, so should be quick and full of a sense of action. combat_melee01 Generic combat grunts (“hiyah!”) x5 Fighting, winning: ["snd_combat_hit_player" ] You are locked in combat with the intruder, and have just bashed him with your weapon. You take a moment to taunt your opponent. These need to be said quickly, as the fight is still going on. combat_hit_player01 "This’ll be over quick." x3 Fighting, winning, with company: ["snd_combat_hit_player_company" ] As above, but you have friends in the fight. combat_hit_player_company01 "Look, I got him!" x1 Fighting, losing: ["snd_combat_blocked_by_player"] You are locked in combat with the intruder, and he has just hit or blocked you. You realize this might not be as easy as you thought. These lines should be short. tdm_ai_pro_combat_blocked_by_player01 “So you CAN fight!” x3 Pain: ["snd_pain_small"] ["snd_pain_large"] Something just hurt you. Ouch! tdm_ai_pro_pain_small01-03 Small grunts (“ow!”) x3 tdm_ai_pro_pain_large01-03 Serious pain (“Aaaaiieee!”) x3 Throw Something at Intruder: ["combat_throw"] The intruder is visible, but you can’t get to him. You're angry and throw something. combat_throw01 "Take THAT!" x2 Shoot Arrow: ["combat_ranged"] You're an archer, shooting arrows at the intruder. combat_archer01 "Hold still…." x1 Frustrated: ["snd_cantReachTarget"] ["snd_cantReachTargetMonster"] The intruder is out of reach (such as standing on a stack of crates or across a chasm) and you can't reach him. You don’t have anything to throw at the moment. enemy_out_of_reach01 "You think you're safe there? Come here and fight me!" x2 Killed Intruder: ["snd_killed_enemy"] ["snd_killed_monster"] You’ve won the fight. Taunt the intruder as he lays dying at your feet. Make sure at least one line can be used for non-human opponents. killed_enemy01 “That was too easy.” x3 Die, Quiet: ["snd_knockout" ] You didn’t see it coming, but someone just hit you from behind and took you down. Make a grunt, but as the name suggests, it's kind of quiet. die_quiet_1 "UNH" x3 Die, Loud: ["snd_death" ] You’ve just been killed in battle by an armed intruder. These lines should be start with a loud scream of pain, then sputter your dying words (if any). die_loud01 "GAHHHHHHHHHHH" x3 Die, Drowning ["snd_death_liquid"] You've drowned. Gurgle. drown01 "gurgle" x1 Blinded: ["snd_blinded" ] You have been blinded by a flash of light. blinded01 "I can't see!" x1 Hit By the Player No Damage: ["snd_failed_knockout" ] The player tried to blackjack you but failed. What an idiot. failed_ko01 "Ow, Wha--? Was that your best shot?" x1 Gassed: ["snd_airGasp"] You have been caught in knockout gas. Cough, sputter and pass out. This should be quick--a second or two at most (it's fast gas). cough_noair01 "..cough cough" x1 FINDING EVIDENCE You have found or observed something that looks out of place. You aren't seeing or hearing the intruder directly, but something that might be a sign that one was here earlier. Find Something Suspicious: ["snd_foundSuspiciousItem" ] You’ve noticed something unusual, like a rope hanging from a rafter, or a knocked over chair. You can’t immediately assume there’s an intruder, but you’re sure something is not right. You’re talking to yourself. find_something_suspicious01 "Hmmm, that's not right." x4 Find a Weapon: ["snd_foundWeapon" ] There is a weapon lying on the ground. People generally don’t leave their weapons around for no reason, so you’re suspicious. find_weapon01 "There shouldn’t be a weapon here…" x2 Find a Door Open: ["snd_foundOpenDoor"] There is a door open that shouldn't be. Maybe it doesn’t mean anything, but maybe it does. notice_door01 "Who left this door open?" x2 Find Lights Off: ["snd_foundLightsOff" ] The lights are off, and they shouldn't be. Strange. References should suit any type of light. notice_lights01 "Who put out the light?" x3 Find Lights Out, Flame: ["snd_foundTorchOut" ] You notice a torch or candle that should be lit has gone out. You're only mildly suspicious. notice_lights_flame01 "The wind is always putting those out." x3 Relight light: ["snd_yesRelightTorch" ] You’ve found a a light that is off, and you decide to relight it. Should not refer to type of light, as it could be electric or torch. relighting01 "Guess I'll light it back up." x2 Refuse to relight light: ["snd_noRelightTorch"] You’ve found a light that is off, but you have no intention of relighting it. Should not refer to type of light. not_relighting01 "There should be a servant around relighting those." x2 Find Blood: ["snd_foundBlood"] There is blood on the floor. There has obviously been a fight of some kind. This is serious. These lines are said to yourself. notice_blood01 "Blood? Someone has been attacked.” x2 Find Body, generic: ["snd_foundUnconsciousMale"] ["snd_foundUnconsciousFemale"] You find a body on the ground. There is no obvious sign of trauma, so you’re not sure what has happened. You're calling to your friends about your find. Some lines should be generic, without reference to gender. notice_body_generic01 "Someone fetch a surgeon!" x2 notice_body_female01 "There's a woman hurt here!" x1 notice_body_male01 "There's a man on the ground here!" x1 Find Corpse: ["snd_foundDeadMale"] ["snd_foundDeadFemale"] You find the body of someone who is obviously dead. You are shocked and/or angry and are yelling an alarm. Some lines should not refer to gender. notice_corpse01 "Murder! Someone's been killed!" x2 notice_corpse_female01 "She's dead! Murder!" x1 notice_corpse_male01 "Murder! There's a man killed!" x1 Find Corpse, Comrade: ["snd_foundComradeBody"] *** is this team based? *** You find a comrade of yours, murdered. You are outraged. You call out a warning to your allies, or a threat to the one who did this. notice_corpse_friend01 "Someone's killed one of our men! [gritted teeth] They’ll pay for that when I find them." x1 Find Pocket Picked: ["snd_notice_pickpocket"] *** not currently used *** You had something on your belt, and now it's gone! Did you drop it? notice_pickpocket01 "Hey, where did that go?" x2 Find Something Stolen: ["snd_foundMissingItem"] You’ve just noticed something significant missing that shouldn't be. You've obviously been robbed. While your first reaction might be quiet, the line should include a yell to your friends. notice_theft01 "Gone? Hey! There's a thief on the premises!" x3 Raise the Alarm!: ["snd_raise_alarm"] You know something is seriously wrong…perhaps you’ve found the lord murdered, or you’ve found the master safe open. You need to alert everyone within earshot. raise_alarm01 “To arms, to arms! ” x2 Warning--Recently Found Corpse: ["snd_warnFoundCorpse"] You recently found or heard about a body and are relaying the information to any friends you see. Don't take too long with these, as the AI could be walking past each other while delivering the line. warn_found_corpse01 "Pass the word, there's a murderer on the loose!" x3 Warning—We’ve been Robbed: ["snd_warnMissingItem"] You know you've been robbed and you're telling your buddy about it. warn_missing_item01 "We've been robbed! Keep your eyes open for an intruder." x3 Warning--Recently Saw Intruder: ["snd_warnSawEnemy" ] You saw or were warned about the intruder not too long ago, but he escaped. Now, you’re warning others about him. warn_saw_enemy01 "Look sharp, we have an intruder on the premises." x3 Warning—Something is not Right: ["snd_warnSawEvidence"] You haven’t seen an intruder, but you’ve seen evidence that there is one around somewhere. You’re warning your friends about it. warn_suspicious01 “Be careful. There's some strange stuff going on tonight.” x3 Recieved Warning: ["snd_warn_response"] Someone just warned you about trouble. You give a quick response as you pass by. respond_to_warning01 "Got it." x3 Admonish Friend: ["snd_admonish_friend"] A friend or neutral just did something you didn't like, such as drop a plate on your foot. You're expressing your displeasure. admonish_friend01 "Be careful, will you?" x2 Greetings Since greetings can be made to friends or strangers, delivery should be fairly neutral. Also, there's no way to know whether the AI have seen each other once or twenty times before greeting each other, so typical "hello" greetings should be limited in favour of casual comments or questions that can be answered 'yes'. Greetings are not exchanged between sitting characters, so assume that the greeting is a quick one as AI pass each other. Not every greeting is needed for every vocal character. The thug, for example, has special greetings for female characters because he's a sexist pig, but not every character needs those. Greeting, Generic: ["snd_greeting_civilian_to_civilian"] A generic comment or question as you pass someone. This is used as the default greeting if no other greeting applies. greet_generic01 "Having a good night?" greet_generic02 "Oh, there you are." x4 Greeting, Guard to Guard: ["snd_greeting_guard_to_guard"] You spot a fellow guard on patrol. Greet them or ask a short 'yes' question about their shift. greet_guard_to_guard01 "No trouble tonight?" x3 Greeting, Guard to Civilian: ["snd_greeting_guard_to_civilian"] You’re on patrol and see a civilian. You gruffly tell them to stay out of your way. greet_guard_to_civilian01 "Go about your business." x2 Greeting, Civilian to Guard: ["snd_greeting_civilian_to_guard"] You’re a civilian and you see a guard on patrol. You don't want any trouble. greet_civilian_to_guard01 "Don't mind me." x2 Greeting, to Nobleman: ["snd_greeting_noble_male" ] You see someone high on the social ladder and greet him. greet_to_noble_male01 "Greetings your Lordship." x1 Greeting, to Noblewoman: ["snd_greeting_noble_female" ] You see a lady high on the social ladder and greet her. greet_to_noble_female01 "Greetings my Lady." x1 Greeting, to Priest: ["snd_greeting_cleric"] You pass a Builder Priest and greet him. greet_to_cleric "Good evening, Father." x1 Greeting, to Inferior: ["snd_greeting_noble_to_civilian"] You’re high on the social ladder, and see someone beneath you. You’re better than them, and your greeting conveys that. greet_to_inferior01 "Stand aside, you." x2 Greeting, to Inferior Guard: ["snd_greeting_noble_to_guard"] You’re high on the social ladder and see a guard. You greet them by evaluating their performance. greet_to_inferior_guard01 “Stay alert, man.” x2 Greeting, to beggar: ["snd_greeting_beggar"] You see a beggar. greet_to_beggar01 "Away with you." Greeting, to female: ["snd_greeting_civilian_to_female"] greet_to_female01 "Out by yourself, lady?" Greeting, to pagan: ["snd_greeting_pagan"] You greet an unwashed pagan, probably with disdain. Greeting, to Builder: ["snd_greeting_builder"] You greet a member of the Builder Church (not a priest). Greeting, to Citywatch: ["snd_greeting_citywatch"] You greet an officer of the watch. Response, Generic: ["snd_response_positive"] You have been greeted by someone who is a social equal. Delivery should be monotone and noncommittal, as these could be responses to lots of different greetings. response_positive01 “Yeah, yeah.” x3 Response, to Superior: ["snd_response_positive_superior"] You have been greeted by someone who has a higher rank than you. Your response should be stiffer and more official. response_to_superior01 “Yes, sir.” x3 Response, Negative: **** No Def Currently **** You have been greeted by someone who is a social equal, and are responding to their question negatively. These should be delivered without much emotion. response_negative_1 “Not really.” x2 Conversation Question: ["snd_convo_question"] You strike up a casual conversation with a nearby friendly. These are used for mission-specific conversations set up by the mapper, and are not used by default. The questions must be evaluation questions, appropriate for "good/not good" style answers. (They may eventually be used for AI sitting next to each other for extended periods of time) convo_question01 "How's your day going?" convo_question02 "How was dinner?" convo_question03 "What do you think of this dress?" convo_question04 "How did you do in the game last night?" convo_question05 "How were the bear pits the other day?" Conversation Answer: ["snd_convo_answer"] This is an answer to the question above. The answers should all be of the "good/not good" variety. convo_answer01 "Not too bad, really." convo_answer02 "Ok, I guess." convo_answer03 "You don't want to know." convo_answer04 "Better than I thought, actually."
  47. 1 point
    Give me a Patreon with a livable wage and I'll make a campaign a month.
  48. 1 point
    As someone once said, we don't take donations in money, but we happily accept donations of time. There are lots of ways to contribute ... most of all making an FM, then making assets (textures, models), doing fan art or writing fan fic, or commenting and being part of the community. We consider those kinds of things as donations.
  49. 1 point
    Characters and related Townsfolk: - Whores - Amateur Guards - City Watch - Female Thief - Generic Townsfolk - More Helmets - Nobleman - Noblewoman - NPC Thieves - Possible Elite City Watch - Professional Guard - Various Helmet Concepts Builders: - Builder Acolytes Pagans: - Elite Pagans - Pagan Creature / Trickster - Pagan Warriors Inventors: - Security Cameras - BoilerBot 1 - Bot ideas - Cherub Bot - Inventor's Guild Engineers - Inventor's Guild Scientists - More Inventors (chemists?) Magical: - Necromancers - Older Mage - Several Mages - Wealthy Mage, detail --------- Props - Wall Fountains - Bioluminescent Mushrooms - Door handles/locks - Hammer Forge - Machines - More Machines - Street Lamp - Tiffany Table Lamp - Windows and Fireplaces --------- Environments - Castle Image - City Reference Pictures (lots) - City Street Sketches - City Alley Concept - Fountains - Mansion Interior with Fountain - Mansion Interiors - The Slough (flooded district) --------- Weapons / Equipment - Breath Potion - Gas Arrow - Health Potion - More Potions - Noise Arrow - Rope arrow --------- Gameplay Stuff - Objectives Screen - Purchase Screen - HUD display - Menu Screens - Possible purchase menu - Scrolls and Readables parchment Floorplans - Mansion Floorplan City and House concepts - City --------- Campaign Stuff - Alternate Founder Concepts - The Founders - The Raven Harp
  50. 1 point
    Thank you very much, Springheel! I'm delighted to have a sure updated master to work with.
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