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  1. So, I presume that everyone is busy working on their missions (no drop outs so far! ), but it's been a bit quiet around here, I wonder how is everyone doing? Myself, I would say my mission is going along well, I've laid out in reasonable detail 3/4 of the map (still have to create the climax area though, which wont be that easy), most of the work has gone into the architecture (buildings, details and texture work). There's no work yet on AI paths, but most of them will be about linear or stationary obstacles, very little in the way of circular paths, so I think I wont have too much trouble on that department. I will try posting some non-spoiling pics soon, but mostly I would like to hear how is everyone doing so far, it would also be a good time to discuss problems and solutions, ask for ideas, etc., if anyone is having difficulties.
  2. I started TDM with 1.07 and after few missions it has been an awesome experience so far. However I had a quite weird situation in Outpost or Parcel mission. I was hanging on a rope and a hammer guard sees me, calls for his 2 buddies but they can't reach me still hanging on the rope. It was pretty hilarious so I went up and down trying to get them to leave. They didn't, instead two of them decided to fight each other and one of the hammer guards died. Maybe they had some unfinished business? It is like they are living their own lives too and not being mindless clone guards like in every other game. I love it.
  3. Someone posted this a while back, I thought this could help someone looking for more general info for missions, there's some good graphical info in this longish preview, enough to inspire some ideas and probably interest you into looking for more of this kind of material (a book on Castles and medieval life): http://books.google....epage&q&f=false Will try to find some more, hopefully complete, books online.
  4. eddan

    Im new =)

    Hello guys, I am new from the Kbot forums (runescape botting) I am not so experienced user in programming but I understand abit in C# and java sdk. I have been searching for a nice mod community and found this one thanks to my friend: theothesnopp Well I didn't find a introductions forum so I posted it here.
  5. I'll unlock that thread, so that people can add to it. edit: my goodness this is an old thread - don't we have something better? It kind of sucks to have a sound department which has been without lead or activity for years. We have this sticky here, which seems to be more comprehensive: http://forums.thedarkmod.com/index.php?s=&am...st&p=108494
  6. I could get almost everything to wok (including some triggered sounds), the zombie is fully functional but he's still not going towards his path corner, and the candle light turns off, but the fire model is still there floating! I should try a couple different variations, I linked the trigger to the relay entity, and from that to the path_wait, but I'll probably try a direct link to the trigger for both. Forget it, I should link the trigger to the AI instead. BTW, since Im here, what values would anyone suggest to create a formidable opponent? I've met several particularly hard melee enemies around the missions, and I can see many args I think would increase AI skill/difficulty, but they are pretty scattered and Im not sure how to compare values? For example, auditive acuity levels are generally 100 (alert threshold seems to be around 20), what are reasonable values to make the AI quite sensible and hard to surprise (are those the right args at all)? How to make an opponent attack faster, more frequently and have harder blows? Many args have good descriptions, but most are very scattered which makes reverse engineering references in existing maps quite a lot of wasted time.
  7. To my surprise, Somewhere above the sky was mentioned once only! And so instead of posting 5 missions I'll put this one high up: 1. Somewhere Above The Sky
  8. I don't think this is a case of lazy design, we're simply discussing ways to implement two different game actions on a single object through one basic player action, the click/frob, using click and immediate release, vs click and hold then release. It seems to me preferrable to a two-piece object, but that's for you team-guys to decide. To briefly address Zylonbane's comment, the lockpicking sound and animations start immediately in T1/2, and the team could implement an equivalent reaching or water arrow smash anim or similar in this case, although I fully understand that this is low priority compared to many other needs and thus not likely to happen. Instead, what could be implemented probably fairly easily is the flame flickering and guttering and drawing low before vanishing completely. Note this would only take a second or less, just long enough to allow the player to recognize and change or abort their action, and to differentiate it from a pick-up click, without creating an annoyingly long pause. There is an alternative extra frob-based action to a hold of the button or click, which is a click and drag. This would work most logically if click and drag indicated a pickup (like rocks and trees in B&W), and click a snuff action. I'm not really recommending this, more just throwing it out as a point of interest, because it seems to me that this would run counterintuitive to the usual frob = grab loot, since a frob would make most sense as a snuff and a frob and drag as a grab in this case. I could see some fan mission puzzle use of such an action though to manipulate some object or objects. Is it (a click, hold, and drag by mouse movement action) something supported at the moment in TDM or Doom3? I don't remember dragging anything on the GUIs in Doom, but I didn't play it all the way through, it just got too repetitive.
  9. I've adjusted the force on objects with less mass than the player, so they no longer go flying off. I've gone back through existing missions to make sure they're not broken by this. @LS: If you're on Windows, I can provide you a modified gamex86.dll that you can test with until 1.08 is released. This dll should NOT be released with your mission. Could you use that?
  10. As for the pendulum staying still, you can bet it won't take long before a T2 fan points out that its grandfather clock kept and displayed proper time with the minute and hour arms. Crazy, that. See, one just did.
  11. That is a feature, not a bug. The idea is that you will not find all the missions sorted under "T", but under "B", "C" etc.
  12. Well look, you could make that a puzzle in your fan mission if you ever make one. Doom 3 scripting is much more powerful than DromEd scripting. All this stuff is possible, and we're not going to spoon feed stuff like this right out of the box, because there ain't time or inclination!
  13. No probs thats what ist there for, you will have to make the position of the patch models a lot more random than I did because when you look along the length of the hedge you can see the repeating pattern. But then I whipped that up in under 2 hrs, so you gets what yer gets ;-). Everyone one is free to use the little garden, which iis the same of all my missions, just creds me when you use something I have made etc.
  14. I mean create any property that can be used by mappers to fix the forcefields. If you have to set it manually it won't affect older missions with old forcefields.
  15. Im a huge fan of the thief series, and was pleasantly surprised to see a mod in the works for the d3 engine. everything looks fantastic from what i have seen so far. Im very intrested in making a map for this mod, something gothic with a graveyard... here is a screen of a church i started to put together in doom3 ( but not for doom 3 play.. meant for the darkmod ) church 1 its very dark at the moment because i have not added proper lighting, plus the textures are a mish-mash of whatever for the time being. Im more concerned with the overall geometry til i get it proper. but its mapped in d3, and i would love to get a chance to try it on the darkmod. who should i contact to request this?
  16. I'm not sure if this has already been addressed and I might be thinking of the wrong mission, but I remember my only problem with The Tears of Saint Lucia is that it has this odd issue with the last objective where if you don't go to a certain place on the way out of the cathedral it won't count as completed. This would be fine except there is an exit that bypasses this specific area gives you a clear way to the beginning of the level, which doesn't seem to count completing the "leave the vicinity of the church" meaning that the player has to go back towards the church in order to complete that objective, which runs counter to common sense as well as to the way the "get out" objectives work in most missions. I don't know if maybe I didn't update the mission properly or if I'm thinking of the wrong mission, but if I'm thinking of the same mission then I really think that's something that would need to be fixed before you include it with the mod.
  17. St. Lucia was always special. And it's not a bad idea for new players to have the same first "deep" experience with Dark Mod that we had. (For that reason, packaging A Thieve's Den wouldn't be so bad either, everyone's real first experience. Edit: What about the idea of combining Thieve's Den into the Tutorial Mission, so after you've visited all the areas, a door opens up that teleports you to a full mini-mission you can play, and it's Thieve's Den, and winning it just teleports you back to the tutorial hub. Just an idea...) I think for #3, if you wanted an "objective" tie breaker, No Honor Among Thieves is the most ambitious of the list as a 3 mission campaign. So if the goal is the make an impression for new players, that's the one for them to play first I'd think. Or if you wanted a vote-off to pick among them, that'd be my pick anyway (just for that reason; I like all those missions).
  18. Honestly, I don't see the reason for this. Winter Harvest was a mission with glaring flaws and fascinating virtues. It was its own thing. Then, we got a graphical overhaul, changing the missions's looks in important ways while leaving the plotline in place. Now, there is another graphical redesign, along with the story, leaving from the original - what? Why not work on something new? Why not leave Winter Harvest as its own thing? Maybe I have a different idea of authorship, and see things more rigidly, but this is a bit like rewriting a book. Granted, not Shakespeare or Goethe, but a form of individual expression nevertheless.
  19. http://www.worthplaying.com/article.php?sid=30809 I'm a big fan of 4x space strategies, so naturally the only one on the horizon has caught my attention. After the dismal failure of MOO3, I think we all need something to cure our woes The only thing I'm leery of is the AI for micromanagement, which in MOO3 dismally failed and cost production
  20. What do you mean belongs to you? Is SH also author? If so you will give him more opportunity to troll over board about bad missions since his mission will not be bad anymore thanks to you.
  21. I had a similar idea but for the game and not for the editor. I think smartphones are too small for real gaming but imagine playing The Dark Mod on a tablet. Just finished GTA 3 for iPad 2 and it was really good! Controls worked fine and performance was awesome. Ok, TDM may not work on current generation Tablets but what about 2-3 years in the future? Imagine the popularity being in the App Store Top 50. More players = more mappers = more missions! I think an editor on a tablet could work fine if done right. If someone does the coding (which is quite hard I imagine) I would "create" an GUI. But I think the workload is too high for such a project at the moment?! Edit: Imagine Infinity Blade like sword fights in TDM .
  22. Sir Taffsalot, you made me laugh so hard But nevertheless, I don't think the topic is invalid. He wants to use this thread to compare both missions and to understand what people like about them so much. Maybe he's going to plan his next TDM mission?
  23. Can I add Living Expenses too? I know it's six missions then but I hope it's okay
  24. Baal

    Opinions

    Both have interesting and challenging (but not frustrating) AI placement and layout. I had fun playing them. They're not perfect, especially if you compare them to the best Thief 1/2 FMs but I'm sure missions will get even better in the future. How many of the first 50 Thief FMs would you call really great?
  25. Straight from my Excel file with comments and personal rating: Fiasco at Fauchard Street St Albans Cathedral The Transaction Somewhere Above the City The Caduceus of St. Alban Please have in mind that I didn't take the time to play missions released since august 2011.
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