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  1. A famous painting is on display at the local museum. Steal it, of course! ------------------------------------------------------------------------------------ An update, version 2, is now available: https://www.dropbox.com/s/ciesyfcqu1ct6pj/nowandthenv2.pk4?dl=1. This fixes many of the problems found by those who played version 1. Besides general clean up, the primary goal of this version is to Special thanks to Bikerdude, whose did a quick beta test of this version and whose suggestions I mostly (but not completely) implemented. ------------------------------------------------------------------------------------ Title: Now and Then Filename (version 2) : nowandthenv2.pk4 (download) Author: joebarnin Date of release: 08 September 2020 (Version 2: 25 January 2021) Version: 2 EFX: Yes Requires: TDM 2.08 Author: joebarnin Custom ambients: JackFarmer Gameplay notes Thorough investigation is encouraged. Scary AIs: No spiders, skeletons, undead, or ghosts. One live rat and one dead one. Makes use of the 'peek' ability, allowing the player to peek through a keyhole by leaning forward. The use of this ability is optional (it is never necessary resolve the mission). Thanks to: Beta Testers: Cambridge Spy, thebigh, JackFarmer, Amadeus, Kerry000, wesp5 Voice actor: Mike Components: Builder Compound models & textures - Peter Spy (dr.judym81@gmail.com) Museum painting lights - Grayman Gramophone with record - Goldwell & Epifire Custom ambients - JackFarmer Main menu screen & music - JackFarmer Ambients - Orbweaver Many many modules - Springheel https://freesound.org/people/LucasDuff/sounds/467697/ https://freesound.org/people/humanoide9000/sounds/422245/ Thanks to Springheel, Sotha, and Fidcal for their tutorials. I keep going back to them and I always learn something new. Notes Slight spoiler: Fun fact: I have released 3 missions, each almost exactly one year apart: Mission of Mercy - September 14, 2018 The Heart of St. Mattis - September 10, 2019 Now and Then - September 8, 2020. Not by design, it just worked out that way. So I guess look for my next mission in early September next year! Hints (contains spoilers)
  2. Quick FAQ: What is this thread for ? It is for discussing the narrative elements of a fan mission you're working on, and how they tie into the gameplay and technical aspects of the mission. If you're stuck with developing the plot for your FM, or are unsure of how to continue, or have the feeling your writing is not up to snuff, you can always seek advice in this thread. Why did you start this in the Editor's Guild ? Truth be told, I was seriously considering starting this thread in the I Want to Help subforum, but then I noticed (and realised) that most of the FM development threads are in the Editor's Guild anyway. So, I decided to rather start this discussion over here, in order to avoid making it "orphaned". But I have a really minor storytelling question... Is it still okay to ask about it here ? Of course it is ! This is practically the only "official" thread on narrative design we have now, so feel free to ask about anything that's primarily related to the storytelling or characters of your FM, and so on... Do we already have any useful resources on narrative and storytelling design ? Oh, certainly. The Story and Plot Design article on our wiki, contributed by demagogue. You should definitely give it a read. Any other threads or articles you might recommend ? Sotha's Mission Design Tips article is also just as helpful as demagogue's (and quite entertaining in places). There's also the Inspiration Thread, providing mostly visual inspiration for FM building, and the Historical resources article, providing links and bibliography for topics related to period living and social history that could influence an FM's design and events. If you find any more in that vein, feel free to recommend them here, and I'll add them to an impromptu list. ---- Ladies and gentlemen, the thread is your's. ---- (Last updated: 18 April 2018)
  3. Interesting idea. Not sure about my upcoming time availability to help. A couple of concerns here - - I assume the popup words uses the "Informative Texts" slot, e.g., where you might see "Acquired 80 in Jewels", so it likely wouldn't interfere with that or with already-higher subtitles. - There are indications that #str is becoming unviable in FMs; see my just-posted: https://forums.thedarkmod.com/index.php?/topic/22434-western-language-support-in-2024/
  4. Since due to the nature of this forum, file/image sharing is used quite frequently, I thought to present some alternatives to the widely used Gdrive, which I don't like so much, especially since the last TOS change. File Sharing To share large files there are several options that also do not require registration. The first is File Hosting Online, which supports files up to 25 Gb, encrypted and also includes a Virus Scan that ensures safe use Another good option is Gofile, free to use, privacy focused and unlimited Bandwith. No refistry needed. While the files are accesed or downloaded at least one time a week, they are never deleted, otherwise inactive files are deleted after 10 days. If you prefer to use P2P, that means to share files directly from PC to other, without a hoster in the middle, there are also very good options, which permits to share files and folders without limites of type and size. The most easy to use is O&O File Direct, a small Desktop app (sadly only Windows), very easy to use 1 Open the app and drag the files/folders you like to share in its window 2 Optional adjust the days and amount of permited downloads and if you want a password 3 Share the link which apears in the app Done The only limits are, that the receptor only can download your files, when your PC is online, on the other hand this permits that you can stop the download in any moment, going offline or shutting down the PC. The other limit is, that the files to share can't be in a protected folder. Her are an Example with a list of Search Enines (Html file 423,56 Kb). While I am online, you can download it https://file.direct/f/pmjVFnjfkjFTKTt5 Videos One of the best options is Streamable (need a free account, inactive videos are deleted after 90 days in the free version) Alternatively you can use Streamja, a simple Video sharer with good privacy, free account optional (nick, mail) Images Ok, there are a lot of Image sharer, most used the known Imgur, because of this I add only one which offers some advantages over Imgur. ImgBox (free account) is a reliable platform to share and host images like Imgur, but it make it very easy to upload and post dozend of images simultaneous, selecting all the images you want and drag them on the window, offering coresponding bulk codes from the selected images to post them with one click for forums (BBcode), Html and others, fullsize or thumbnails. More since Imgur used since some time the hated webm formats for gif images, hardly accepted in most forums.
  5. For the people eager to play with the latest state of development, two things are provided: regular dev builds source code SVN repository Development builds are created once per a few weeks from the current trunk. They can be obtained via tdm_installer. Just run the installer, check "Get Custom Version" on the first page, then select proper version in "dev" folder on the second page. Name of any dev version looks like devXXXXX-YYYY, where XXXXX and YYYY are SVN revision numbers from which the build was created. The topmost version in the list is usually the most recent one. Note: unless otherwise specified, savegames are incompatible between any two versions of TDM! Programmers can obtain source code from SVN repository. Trunk can be checked out from here: https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/ SVN root is: https://svn.thedarkmod.com/publicsvn/darkmod_src Build instructions are provided inside repository. Note that while you can build executable from the SVN repository, TDM installation of compatible version is required to run it. Official TDM releases are compatible with source code archives provided on the website, and also with corresponding release tags in SVN. A dev build is compatible with SVN trunk of revision YYYY, where YYYY is the second number in its version (as described above). If you only want to experiment with the latest trunk, using the latest dev build gives you the maximum chance of success. P.S. Needless to say, all of this comes with no support. Although we would be glad if you catch and report bugs before the next beta phase starts
  6. In post https://forums.thedarkmod.com/index.php?/profile/254-orbweaver/&status=3994&type=status @nbohr1more found out what the Fixup Map functionality is for. But what does it actually do? Does it search for def references (to core?) that don't excist anymore and then link them to defs with the same name elswhere? Also I would recommend to change the name into something better understood what it is for. Fixup map could mean anything. And it should be documented in the wiki.
  7. Thought it would be a good idea to collate a useful list for new and old mappers alike and this post will update as we go. Abandoned works: Any WIP projects that were abandoned by the original author - http://forums.thedarkmod.com/topic/12713-abandoned-works/ Darkradiant & Darkmod shortcut settings: Some example settings for new mappers - http://forums.thedarkmod.com/topic/15152-darkradiant-and-darkmod-shortcut-folder-settings/ Darkradiant howto, must knows, tips and faqs - http://forums.thedarkmod.com/topic/12558-usefull-important-editing-links/?do=findComment&comment=272581 Info for Beginners: Newbie DarkRadiant Questions - http://forums.thedar...iant-questions/ Dark Radient Must Know Basic Intro - http://wiki.thedarkm...now_Basic_Intro Editing Tips for Beginners - http://wiki.thedarkm...s_for_Beginners Editing FAQ (Troubleshooting & How-To) - http://wiki.thedarkmod.com/index.php?title=Editing_FAQ_-_Troubleshooting_%26_How-To Sotha's excellent Mapping Tutorial series: http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/ Springheel's New Mapper's Workshop: http://forums.thedarkmod.com/topic/18945-tdm-new-mappers-workshop/ Inspiration: Collection of screenshots and images people have found online - http://forums.thedarkmod.com/topic/11610-darkmod-inspiration-thread/ Mapping Resources: List of Voice actors available for voice recording - http://modetwo.net/d...6-voice-actors/ Lengthy collection of city reference pictures - http://modetwo.net/d...rence-pictures/ Collection of texture resource sites - http://modetwo.net/d...ture-resources/ Free Ambient Tracks - http://skeksisnetlabel.wordpress.com/2009/12/30/10-songs-for-free-download-vol-10-full-moon-over-noricum/ Mapping Tools: 3 useful tools for texture creation - http://forums.thedarkmod.com/topic/18581-must-have-tools-for-the-descerning-mapper/ Modular Building: What is Modular building - http://forums.thedarkmod.com/topic/14832-modular-building-techniques/ Working example tutorial on modular building - http://forums.thedarkmod.com/topic/18680-lets-map-tdm-with-sotha-the-bakery-job/ Springheels new modular models - http://forums.thedarkmod.com/topic/18683-using-springheels-205-modules/ Some related mapper recipies - Easy Vaults - http://forums.thedarkmod.com/topic/14859-easy-vault-recipe/?hl=%2Beasy+%2Brecipe Easy Outdoors - http://forums.thedarkmod.com/topic/16159-easy-outdoors-recipe/?hl=%2Beasy+%2Brecipe Easy Caverns - http://forums.thedarkmod.com/topic/14469-quick-caverns-recipe/?hl=recipe Easy Alert Ai - http://forums.thedarkmod.com/topic/17157-easy-alert-ai-recipe/?hl=%2Beasy+%2Brecipe Easy Alert Ai Custom Behavour - http://forums.thedarkmod.com/topic/17160-easy-alert-ai-custom-behavior-recipe/?hl=recipe Tutorials: Collection of video tutorials for DR - http://modetwo.net/d...in-darkradiant/ Using Lighting and detail effectively: - http://forums.thedar...l-and-lighting/ Voice Actors list: List of available voice actors - http://forums.thedarkmod.com/topic/12556-list-of-available-voice-actors/ Usefull Console commands: A list of console commands for testing in-game - http://wiki.thedarkm...Useful_Controls
  8. NVIDIA announced the 16nm Pascal GTX 1080 and GTX 1070 GPUs. The $599 GTX 1080 will be more powerful than Titan X, GTX 980 Ti, or two GTX 980s. Neither card uses High Bandwidth Memory like the top Pascal GPU, Tesla P100. Intel's Broadwell-E flagship enthusiast CPU, the Core i7-6950X, is expected to have 10 cores. AMD Zen mainstream desktop CPUs could have 6-8 cores. The architecture has moved from Bulldozer's Clustered Multithreading to Simultaneous Multithreading, which is closer to Intel's design and has two threads per core. Zen desktop CPUs will be released before laptop CPUs. There could be a 16 core APU in 2017. AMD's 14 or 16nm Polaris GPUs will apparently be cheaper and cooler, rather than trying to compete with the GTX 1080's performance. The Radeon R9 490 could cost $300. The Polaris GPUs will not have High Bandwidth Memory, which will instead be added to 2017 Vega GPUs as successors to the Fury series. Sony could launch a "PS4K" console using an AMD Polaris GPU and faster Jaguar CPU capable of playing the current PS4 games in 2160p instead of 1080p. It could also boost frame rates for the PSVR.
  9. Yes this worked chakkman thank you. Much better. So far I'm enjoying the game in a very Hitman Absolution type of way. The sound effects and sound design overall is simply unpresentable to me. Lack of footstep, nice pick up loot and and satisfying lock pick sound cues makes it hard for me to give the game more than a 6 out of 10. With good sounds this game could have been a 8 or 9.
  10. Another failure by @kingsal. Firstly the mission is way too short. And like his other missions, the quality is supreme, keeps me playing and neglecting real life duties. Never feeling the frustration of getting stuck, never resolving to walkthrough material. Is it a sign of excellent design or rather a lack of challenge? Also extreme attention to detail, engaging maps from room to a room, gorgeous visually. I understand this is just a free-time effort for someone who could instead make money out of his skills but, I'm sure you could do better.
  11. Hey I just wanted to create a Thread where everybody can post his improvement wishes. I Personally love this mod. There are so many features in it, and because it is a mod created by a community, why not write what could be improved. My wishes are: Some special weapons. I loved T2X and the variety of weapons. Some really hard to find special weapons, like the confusion arrow or a special bomb would be cool. But they have to be very special, for example as a result of a side quest - or maybe a usable torch for easier killing the undead More enemies, I think there will be an improvement, we just got spiders and zombies, but a higher variety is always good. More (custom) conversation. Thats one of the main parts I'm missing - so much flair and atmosphere is getting lost without them. Also some comments from he main charakter would be nice. For example when a guard gets knocked out "hah, now who's the taffer" ... better AI when the hear a voice. They start looking for you, but most of the time I just sneak into another room or a higher area and just have to wait, they should at least get someone with a torch or call other guards for help These are only small parts of the game which could be improved and are only my points of view, maybe it's either not possible to create or it fits not in the design of TDM.
  12. After some amount of work I'm happy to be able to share my Christmas gift for TDM! Or at least half of it, considering the other half is still only in design phase. I created an addon that implements detailed player functionality, inspired by the first DeusEx game (The Conspiracy). It's NOT a mission script but an addon, meaning you place the pk4 in your TDM directory to enable the system and it will automatically work in each and every FM. Note that due to using tdm_user_addons.script / user_addon_init() it may disable or get disabled by other addons you have installed... this is a design limitation which can hopefully be lifted at some point in the future. This plugin will be included in my cyberpunk total conversion The Dark Module and automatically active with it, but first I shall design it and make it available as a small independent addon for vanilla TDM. In the current initial release it implements just per-limb damage; The upcoming plan is to add a skill / augmentation system, allowing the player to use loot as skill points to enhance various body parts and gain new or improved abilities. Due to the scripting system being very limited in what it lets me modify, I'm still gathering documentation on how to implement those skills and which I can have. So until then detailed body damage with penalties remains the only part that's theoretically finished so far (further improvements are required here too)... including a HUD component above the lightgem showing the status of each body part: Green = full health, yellow = half health, red = (close to) no health, black = no health left. The individual limbs available: Head, Torso, Left Arm, Right Arm, Left Leg, Right Leg... arms and legs work in unity however. They each take damage with the player as well as healing together with them. The more damaged a group is, the more a respective penalty is applied to the player. Groups and penalties include: Head: When the head is damaged, the player begins to get dizzy and has their vision impaired. Currently the only effect replicates the flashbomb, causing white dots to appear around the player and disrupt their view until the head is healed. As the player can't live without a head, reaching 0 will cause instant death. More effects are possible and pending. Torso: Damage to the torso translates to damage to the cloak, increasing the player's lightgem and rendering them more visible even in dark spots. As the player can't live without a torso, reaching 0 will cause instant death. Given script limitations I'm unable to simulate lung damage and decrease / limit the amount of air the player has. Arms: Arm damage makes it difficult for the player to hold items: In-world objects being held will probabilistically get dropped, more often the worse your arms are hurt. When both arms reach 0 health, the player can no longer pick up anything in the world without instantly dropping it... you also become unable to use any weapons. Due to limitations in the scripting system, I'm unable to decrease the speed or accuracy of the blackjack / sword / bow as was desired. Legs: As expected leg damage will make the player walk more slowly. It was desired that when one leg is lost the player can no longer jump, whereas when both legs are gone you remain stuck in crouch mode until healed... due to limitations in the scripting system this part is also not possible at the moment. A crude limitation is the fact that limb damage is primarily based on the direction the player is walking toward... for example, increased likelihood of suffering damage to your right arm and leg if strafing right the moment you take the damage. The script system doesn't let you extract the vector direction of the last damage event, thus I can't use the real direction the hit came from when calculating which body part should absorb the most health loss. This means that even if an arrow comes from above and hits the player's head area, the player will only take damage to the legs if they're falling downward the moment they got hit... for the time being this provides a bare minimum amount of realism but is a very bitter implementation. For this reason it would be greatly appreciated if any of the code developers could join this discussion and verify if they can help with adding the necessary hooks to external scripts: With 2.09 getting periodic beta releases at this point in time, it would be a great opportunity to make changes to the builtin player script that allow an external function to modify more player variables. This includes the efficiency of weapons, if the player is allowed to jump or forced to always crouch, and I'd also really appreciate a hook to manipulate the breath so air can be lowered as if the player is underwater. I understand other priorities exist or if the work may be considered too much, however this would help in being able to finish this mod with the proper functionality and planned skill set. In the meantime let me know what you think of this idea and how I went about it! So far no new assets are included except the GUI graphics: Everything is done with less than 250 lines of script which I'd say is a good achievement I've attached the pk4 and since it's so lightweight I'll also add the main script straight in this post. player_damage_1.0.pk4 #define DAMAGE_WAIT 0.0166667 #define EXPOSURE_ARM_LEFT 2 #define EXPOSURE_ARM_RIGHT 2 #define EXPOSURE_LEG_LEFT 2 #define EXPOSURE_LEG_RIGHT 2 #define EXPOSURE_HEAD 3 #define EXPOSURE_TORSO 1 #define PENALTY_TORSO_LIGHTGEM 4 player self; float damage_gui; boolean dizzy; entity dizzy_particles; float bound(float val, float min, float max) { if(val < min) return min; if(val > max) return max; return val; } // Range based probability: Calculates a probability per frame independent of wait time (0 - 1 range at 1 chance per second) boolean prob(float x) { return sys.random(1) > x && sys.random(1) < DAMAGE_WAIT; } // Directional exposure calculator float dex(vector dir, float ex_front, float ex_back, float ex_right, float ex_left, float ex_up, float ex_down) { float maxvel = 100; float dir_front = bound(dir_x / maxvel, 0, 1) * ex_front; float dir_back = bound(-dir_x / maxvel, 0, 1) * ex_back; float dir_right = bound(dir_y / maxvel, 0, 1) * ex_right; float dir_left = bound(-dir_y / maxvel, 0, 1) * ex_left; float dir_up = bound(dir_z / maxvel, 0, 1) * ex_up; float dir_down = bound(-dir_z / maxvel, 0, 1) * ex_down; return dir_front + dir_back + dir_right + dir_left + dir_up + dir_down; } void player_damage_update_arm(float dmg_l, float dmg_r) { float hl_l = self.getFloatKey("health_arm_left"); float hl_r = self.getFloatKey("health_arm_right"); float hl = (hl_l + hl_r) / 2; if(dmg_l != 0 || dmg_r != 0) { hl_l = bound(hl_l - dmg_l, 0, 1); hl_r = bound(hl_r - dmg_r, 0, 1); hl = (hl_l + hl_r) / 2; self.setKey("health_arm_left", hl_l); self.setKey("health_arm_right", hl_r); self.setGuiFloat(damage_gui, "PlayerDamage_ItemArmLeft", hl_l); self.setGuiFloat(damage_gui, "PlayerDamage_ItemArmRight", hl_r); // Penalty #1: Disable the weapon once the arm are damaged to minimum health if(hl == 0) { self.selectWeapon(WEAPON_UNARMED); self.disableWeapon(); } else { self.enableWeapon(); } } // Penalty #2: Probabilistically drop held items based on arm damage if(hl == 0 || prob(hl)) if(self.heldEntity() != $null_entity) self.holdEntity($null_entity); } void player_damage_update_leg(float dmg_l, float dmg_r) { float hl_l = self.getFloatKey("health_leg_left"); float hl_r = self.getFloatKey("health_leg_right"); float hl = (hl_l + hl_r) / 2; if(dmg_l != 0 || dmg_r != 0) { hl_l = bound(hl_l - dmg_l, 0, 1); hl_r = bound(hl_r - dmg_r, 0, 1); hl = (hl_l + hl_r) / 2; self.setKey("health_leg_left", hl_l); self.setKey("health_leg_right", hl_r); self.setGuiFloat(damage_gui, "PlayerDamage_ItemLegLeft", hl_l); self.setGuiFloat(damage_gui, "PlayerDamage_ItemLegRight", hl_r); // #Penalty #1: Make movement slower self.setHinderance("health", 0.25 + hl * 0.75, 1); } } void player_damage_update_head(float dmg) { float hl = self.getFloatKey("health_head"); float time_current = sys.getTime(); if(dmg != 0) { hl = bound(hl - dmg, 0, 1); self.setKey("health_head", hl); self.setGuiFloat(damage_gui, "PlayerDamage_ItemHead", hl); // Penalty #1: Without a head the player dies if(hl == 0) self.damage(self, self, self.getOrigin(), "damage_suicide", 1); // Penalty #2: Simulate dizzyness starting at half health if(hl <= 0.5) { if(!dizzy) { dizzy_particles = sys.spawn("func_emitter"); dizzy_particles.setModel("flashbomb.prt"); dizzy_particles.setOrigin(self.getEyePos()); dizzy_particles.bind(self); dizzy = true; } } else { if(dizzy) { dizzy_particles.remove(); dizzy = false; } } } } void player_damage_update_torso(float dmg) { float hl = self.getFloatKey("health_torso"); if(dmg != 0) { hl = bound(hl - dmg, 0, 1); self.setKey("health_torso", hl); self.setGuiFloat(damage_gui, "PlayerDamage_ItemTorso", hl); // Penalty #1: Without a torso the player dies if(hl == 0) self.damage(self, self, self.getOrigin(), "damage_suicide", 1); // Penalty #2: Torso damage negatively affects the lightgem self.setLightgemModifier("damage", (1 - hl) * PENALTY_TORSO_LIGHTGEM); } } void player_damage() { sys.waitFrame(); self = $player1; damage_gui = self.createOverlay("guis/player_damage.gui", 1); float health_old = 100; // Init by sending a heal event filling the limbs to full health player_damage_update_arm(-1, -1); player_damage_update_leg(-1, -1); player_damage_update_head(-1); player_damage_update_torso(-1); while(1) { // sys.waitFrame(); sys.wait(DAMAGE_WAIT); float health_current = self.getHealth(); float dmg = (health_old - health_current) / 100; float dmg_arm_left = dmg * EXPOSURE_ARM_LEFT; float dmg_arm_right = dmg * EXPOSURE_ARM_RIGHT; float dmg_leg_left = dmg * EXPOSURE_LEG_LEFT; float dmg_leg_right = dmg * EXPOSURE_LEG_RIGHT; float dmg_head = dmg * EXPOSURE_HEAD; float dmg_torso = dmg * EXPOSURE_TORSO; // If this is damage and not healing, apply directional damage to each limb if(dmg > 0) { // Currently we estimate damage direction based on the player's velocity, we should fetch the real direction of a damage event when this becomes possible vector dir = self.getMove(); vector ang = self.getViewAngles(); // Protections based on the player's position and relation to the environment // protection_look: 1 when looking up, 0 when looking down // protection_low: Higher as the lower part of the body is exposed float protection_look = 1 - (90 + ang_x) / 180; float protection_low = 1; if(self.AI_CROUCH) protection_low = 0; else if(self.AI_ONGROUND) protection_low = 0.75; // Use the dex function to calculate directional exposure patterns, direction order: Front, back, right, left, up, down // Arms: Somewhat likely to be hit, no added protection // Legs: Somewhat likely to be hit, added protection when the player is crouching // Head: Unlikely to be hit, added protection when the player is looking down // Torso: Likely to be hit, no added protection float exposure_arm_left = bound(sys.random(0.375) + dex(dir, 0.5, 0.25, 0.0, 1.0, 0.0, 0.25), 0, 1); float exposure_arm_right = bound(sys.random(0.375) + dex(dir, 0.5, 0.25, 1.0, 0.0, 0.0, 0.25), 0, 1); float exposure_leg_left = bound(sys.random(0.375) + dex(dir, 0.75, 0.5, 0.0, 0.5, 0.0, 1.0) * protection_low, 0, 1); float exposure_leg_right = bound(sys.random(0.375) + dex(dir, 0.75, 0.5, 0.5, 0.0, 0.0, 1.0) * protection_low, 0, 1); float exposure_head = bound(sys.random(0.25) + dex(dir, 0.25, 0.75, 0.5, 0.5, 1.0, 0.0) * protection_look, 0, 1); float exposure_torso = bound(sys.random(0.5) + dex(dir, 0.75, 1.0, 0.0, 0.0, 0.0, 0.0), 0, 1); // Apply the exposure to damage, multiplied to simulate the sensitivity / resistance of each limb dmg_arm_left = exposure_arm_left * dmg * EXPOSURE_ARM_LEFT; dmg_arm_right = exposure_arm_right * dmg * EXPOSURE_ARM_RIGHT; dmg_leg_left = exposure_leg_left * dmg * EXPOSURE_LEG_LEFT; dmg_leg_right = exposure_leg_right * dmg * EXPOSURE_LEG_RIGHT; dmg_head = exposure_head * dmg * EXPOSURE_HEAD; dmg_torso = exposure_torso * dmg * EXPOSURE_TORSO; } player_damage_update_arm(dmg_arm_left, dmg_arm_right); player_damage_update_leg(dmg_leg_left, dmg_leg_right); player_damage_update_head(dmg_head); player_damage_update_torso(dmg_torso); health_old = health_current; } }
  13. I wrote earlier that I owe this masterpiece a review, so... Here is my detailed review of this groundbreaking and seminal Mission Fan. SPOILERS ABOUND ! TDM PLAYER BEWARE, YOU'RE IN FOR SPOILERS AND MAYBE EVEN A SCARE ! This mission... subverted my expectations. Starting with the briefing video. Not since the days of Sergio Leone's Spaghetti Westerns have I seen such daring subversion right at the start. You're expecting one thing... then, bam ! I tried everything to infiltrate the mansion from the outside ! No luck ! Well and truly, expectations subverted ! NPC dialogue heard from the inside... stellar ! Brought a tear to my eye. Or was it just one of the raindrops that fell on my head ? What else brought a tear to my eye ? The senselessly slaughtered guard at the courtyard ! Clearly, a cautionary story that he who grabs a sword... and yet, forgets to dim his lantern, the fool... shall die by someone's sword or arrow. Figures ! That you hid the masterful sidequest of collecting the pennies-for-a-thought from the rather racy fountain, in order to later thoughtfully redistribute them to the poor and hungry street urchins of Bridgeport, is nothing short of design brilliance worthy of at least a two hours long, detailed GDC lecture. I'd watch such a lecture on a loop, 24 hours a day, twelve times a day. Brilliant stuff ! Ah, the side-yard, with steps and a basement entrance that looked and felt straight out of Thief II's opening mission, Running Interference... Could the cunning TDM homages to the classics get any better ?! Could they ? Well, soon enough, I discovered that, yes, they could get even better ! There was an even more amazing homage that I didn't expect ! Read on to find out what... The chefpick was... indescribably cool. I now yearn for it to be included in every single FM. The classic lockpicks feel completely passé. I knocked out both NPCs and... what is this unexpected social commentary ?! The knocked-out have names ?! I applaud your deeply incisive observation, worthy of a skilled chef with a kitchen knife, that the NPCs in games are not mere fictional constructs, but fictional beings with names, hearts and souls ! I confess, upon this moving revelation, I started shedding tears so uncontrollably, I nearly had to quit playing the mission. Yet, I pressed on, heartened and refreshed by such displays of humanity in a work of stealthy interactive fiction ! The commentary was no less subtle and stealthy, I tell you ! As subtle as the protagonist's gritty, grounded accent ! Two different entrances into the local vent system... I... I can't even... So many possible routes of entry. Truly, in the grand tradition of the TDM immersive sim design philosophy ! The choice of giving the intrepid protagonist a temporary rat companion, bribable by cheese, who fetches priceless hidden loot, was equal parts innovative and a hard-hitting social commentary on the abuse of animals for theft and burglary, and people "ratting out" their fellow tenants by revealing the hiding places of their priceless belongings ! I was deeply impressed ! I was thoroughly amazed ! You even had my 'stalgia sense tingling ! Why ? That minor element of your FM even reminded me of the old but gold Thief II FM campaign The Flying Age: The Abominable Flying Machines of Dr. Zeppelinger, where you escape a prison cell by giving a mouse a bit of cheese you've managed to find, and the mouse then provides you with a means of escape. I have scarcely ever seen such a wonderful duo of homages to other past LGS missions and fan missions ! Of course, the shocking revelation with the undead in the freezer was an even more biting commentary on the undead precariat of today, and their ruthless and dehumanizing exploitation by The Man, maaan, the snobby culinary establishment. Undeadkind merely want to roam their abandoned tombs and catacombs in peace (pieces ?) and get a bite or two out of a stray vagrant or drunk guard every now and then, no big deal. Society needs to be more charitable to undeadkind ! And you've even included a gas arrow up in the rafters ! You well and truly know your audience, as I'm an old, die-hard gas arrow collecting enthusiast. I am a sophisticated, yet simple man: I see a gas arrow in Thief or The Dark Mod, I immediately grab it, owing to its rarity. Thank you for such generous mission design. To cut a long story short, I have had a thorough, engrossing and moving cultural experience with this short-but-dazzling mission ! In the shadowed alleys of TDM fan mission sites, I have crossed paths with missions that were ruthlessly difficult and confounding, yet rewarding, but never have I played a mission this... authentic... avantgarde... thought-provoking... It even made me feel hungry ! Riveting, simply riveting. Like working on the skeleton of a 1930s Art Deco skyscraper. Ultimate verdict: 22 frommages out of 20, with a happy cheese-filled rat as the cherry on the top. (But what kind of frommage ? Cheddar ? Swiss cheese ? Gouda ?! I dunno. Don't have a cheesemaking degree.) In other words, I cannot rate this mission other than with the Chef Excellence Award for... Excellence ! *chef's kiss* Le Mission Légendaire Magnifique ! Roll over, Requiem ! Roll over, Crucible of Omens ! Roll over, Iris ! This, this... is the pinnacle TDM fan mission of all time.
  14. The Dark Mod 15th Anniversary Contest! To celebrate our 15th year, we are holding a fan mission contest! The Dark Mod project trundles onward for it’s 15th year in a row. In that time we have improved our game engine in countless ways and have grown to over 170 missions! To celebrate our perseverance and the years of improvements to come, we are hosting a contest to mark 15 years since the 1.0 release! Now is your time to demonstrate the mission design that best exemplifies your personal style and capabilities! Please consider entering this event! Unlike most recent contests, there is no defined theme and we are simply going to score based on our standard metrics of Story, Gameplay, and Visuals with our standard weighted scoring: Max Possible = Total Votes * 5 (Outstanding) TotalMaxPointsPoss (TMP) = AllCategoryVotecount(ACV) * 30 Full Weighted Score (FWS) = (Gameplay score*3 + Visual score*2 + Story score) / TMP Contest Submissions should be provided before October 16th so that players can start playing and celebrating on the 17th! The players have been keen to relay that they would like really creative missions so it may be worthwhile to examine our “Community Unusual Contest” to get an idea about the wild range of possibilities we offer to designers. Also, since the contest submission is in October, there will probably be an increased desire for Horror themes. The Dark Mod 2.12 was just released so including new 2.12 features is strongly encouraged. Finally, it might be nice if authors name their protagonist Corbin to match the included missions. ( None of the above suggestions are requirements for the submissions. ) Please post your intention to enter in this thread. Thank you! The Poll on this is to demonstrate the intended design used in the mission release threads.
  15. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  16. I'm happy to present my first FM, The Spider and the Finch. There may be a spider, but no ghosts or undead. It should run a couple hours. It's now available on the Missions page or the in-game downloader. Many thanks to the beta testers Acolytesix, Cambridge Spy, datiswous, madtaffer, Shadow, and wesp5 for helping me improve and making the mission to the best of my abilities. This would not be have been possible without Fidcal's excellent DarkRadiant tutorial. Thanks also to the many people who answered my questions in the TDM forums. Cheers! 2023-12-13 Mission updated to version 3. Fixed a bug where the optional loot option objective was not actually optional. Updated the animations for Astrid Added a hallway door so the guards are less likely to be aggroed en masse.
  17. DarkRadiant 3.9.0 is ready for download. What's new: Feature: Add "Show definition" button for the "inherit" spawnarg Improvement: Preserve patch tesselation fixed subdivisions when creating caps Improvement: Add Filters for Location Entities and Player Start Improvement: Support saving entity key/value pairs containing double quotes Improvement: Allow a way to easily see all properties of attached entities Fixed: "Show definition" doesn't work for inherited properties Fixed: Incorrect mouse movement in 3D / 2D views on Plasma Wayland Fixed: Objective Description flumoxed by double-quotes Fixed: Spinboxes in Background Image panel don't work correctly Fixed: Skins defined on modelDefs are ignored Fixed: Crash on activating lighting mode in the Model Chooser Fixed: Can't undo deletion of atdm_conversation_info entity via conversation editor Fixed: 2D views revert to original ortho layout each time running DR. Fixed: WX assertion failure when docking windows on top of the Properties panel on Linux Fixed: Empty rotation when cloning an entity using editor_rotatable and an angle key Fixed: Three-way merge produces duplicate primitives when a func_static is moved Fixed: Renderer crash during three-way map merge Internal: Replace libxml2 with pugixml Internal: Update wxWidgets to 3.2.4 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.9.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep creating Fan Missions! Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  18. Flakebridge Monastery In this mission you will visit a Builder outpost to steal some valuable books. It is the first in what I hope will be a series about Selis Woderose. I would like to take the opportunity to thank my beta testers: Aprilsister, Bikerdude, Chiron, lost_soul, and prjames. As well as Fidcal for his starting map, and Melan for his texture pack. Known bugs: A small number may appear at the bottom left corner of your screen when the mission loads. Press sheath weapon to make it disappear. As already mentioned this is the first mission in a series. When you have completed it you may know what you'll be going after in the next mission. You may even know where! Enjoy! And please use spoiler tags where appropriate. A couple of screens: (thanks lowenz) http://2.bp.blogspot...0/shot00001.jpg http://3.bp.blogspot...0/shot00003.jpg
  19. Yes. Sure, I will change it, but I do mind. In addition to changing the forum title, I have also had the name of the pk4 changed in the mission downloader and the thiefguild.com site’s named changed. It's not just some "joke". The forum post and thread are intended to be a natural extension of the mission’s story, a concept that is already SUPER derivative of almost any haunted media story or most vaguely creepy things written on the internet in the past 10 or 15 years. Given your familiarity with myhouse.wad, you also can clearly engage with something like that on some conceptual level. Just not here on our forums? We can host several unhinged racist tirades in the off-topic section but can’t handle creepypasta without including an advisory the monsters aren’t actually under the bed? (Are they though?) I am also trying to keep an open mind, but I am not really feeling your implication that using a missing person as a framing of a work of fiction is somehow disrespectful to people who are actually gone. I have no idea as even a mediocre creative person what to say to that or why I need to be responsible for making sure nobody potentially believes some creative work I am involved in, or how that is even achievable in the first place. Anyway, apologies for the bummer. That part wasn’t intentional. I am still here. I will also clarify that while I love the game, I never got the biggest house in animal crossing either. In the end Tom Nook took even my last shiny coin.
  20. Author Note: Shadows of Northdale is a new campaign that takes place in a city called Northdale that is situated up in the mountains of the western empire. Across the campaign the player will traverse through the varying districts of the city with each mission featuring it's own unique location as well as different locations in the city hub to access. ACT I is the first mission which is designed to introduce the player to the city hub area and the new mechanics available to them. During the first night in the city hub section there are a couple of places to explore however this will expand and open up further as you progress through the campaign's missions. This mission features some aspects which are different to the usual dark mod FM experience which are: - Food is an item that is picked up and stored in your inventory, pressing the use key with the food item highlighted will cause the player to eat it and gain 5hp - There is an ingame fence where you can purchase gear using any loot you may have found during the mission, you can visit him as many times as you wish but do be mindful of your loot goals - Also inside the fence's shop are contracts, these are readables which detail tasks that a client wishes you to complete for an agreed sum of gold. Upon completing them you will be rewarded with the designated sum immediately - Because you are not a wanted criminal (yet) the citywatch will only attack you if they catch you breaking the law or find you near the scene of a crime - Candles are pinchable in this mission, frobbing them causes Corbin to pinch them to put them out rather than pick them up The mission was designed and tested on 2.05, if you are playing on any other version there may be bugs present. If you enjoyed the mission please feel free to leave a review, I enjoy reading them and it gives me inspiration for my next projects. Tell me what you felt worked and what you felt could be improved for next time. Have fun taffers! - Goldwell. 2.06 UPDATE INFO: If you are experiencing any path finding issues (AI walking around in circles or getting stuck) on 2.06 then please enter the following console command to resolve these issues cm_backFaceCull 0. Thanks goes to Nbohr1more for solving that! Testers Crowind Epifire Kingsal Random_Taffer Skacky SquadaFroinx Voice Actors AndrosTheOxen Goldwell SlyFoxx Custom assets Andreas Rocha Bentraxx Bob Necro Dragofer Epifire Freesound Kingsal MalachiAD Tannar And a very special thank you to the following people without whom the mission would not exist: Epifire for creating some amazing detailed custom models that help bring a unique layer that wouldn't be possible without it. Seriously go check out his modeling page! Dude is very talented https://sketchfab.com/Epifire Grayman for helping to debug a lot of critical bugs in the mission, without him there wouldnt be a mission Kingsal and Skacky for helping out with excellent tips on level design, flow and lighting Moonbo for lending his writing talents to help optimize the briefing video script Obsttorte for making the majority of the scripts featured in this mission, and for dealing with my constant nagging about issues and bugs, you are awesome! SlyFoxx for lending his vocal talents and making the fence character come to life and sound great SquadaFroinx for providing thorough beta reports (that are equally hilarious as they are useful) And finally a huge thank you to Tannar for drawing the fantastic looking ingame map Available via in-game downloader MIRROR File Size: 295 mb
  21. This is my loudest mission. I wasn't spotted as much as I was falling back to the undead slayer mindset. The atmosphere is great, no hiccups in sound design either, great voice work too. I loved the fact that you have that OTHER key (and I can't believe it took me this long to notice security key) Since "He doesn't need it anymore". There are only two gripes I've had (aside from bruise ankles from all the drops)... The only survivor doesn't even react that I climbed up to him, I wish we could've left him some food at least. The other being that I couldn't find one more blowtorch, if there wasn't one, then it's about making a choice (which is fine), but if there was I wish I found it. Great map, really imposing. Desert being death trap was great. And I really like the fact that we essentially circle back to where we were on the way out.
  22. I've seen fun workarounds like that in other game modding as well. Years ago, maybe even a decade, some fella who was making a mod for Mount & Blade over at the Taleworlds forums revealed that he put invisible human NPCs on the backs of regular horse NPCs, then put the horse NPCs inside a horse corral he built for one of his mod's locations/scenes and then did some minor scripting, so the horses with invisible riders would wander around the corral. The end result was that it looked they're doing this of their own will, rather than an NPC rider being scripted to ride around the corral slowly. Necessity is the mother of invention. I don't know about the newest Mount & Blade game, but the first generation ones (2008-2022) apparently had some sort of hardcoded issue back in the earlier years, where if you left a horse NPC without a rider in its saddle, the horses would just stand around and wait and you couldn't get them to move around. Placing an invisible rider in their saddles suddenly made it viable again, at least for background scenes, of riderless horses wandering around, for added atmosphere. First generation M&B presumed you'd mostly be seeing horses in movement with riders, and the only horses-wandering-loosely animations and scripting were done for situations when the rider was knocked off their horse or dismounted in the middle of a battle. Hence the really odd workarounds. So, an invisible NPC trick might not be out of the question in TDM, even though you could probably still bump into it, despite its invisibility.
  23. Here's my first FM. A small and easy mission, inspired by Thief's Den and The Bakery Job, where you must find and steal a cook's recipe book in order to save a friend from going out of business. Download: Mediafire (sk_cooks.pk4) TDM Website's Mission Page The in-game mission downloader Thanks to: The people who helped me get this far, both in the forums and on Discord. The beta testers: MirceaKitsune, Mat99, Baal, wesp5, Cambridge Spy, jaxa, grodenglaive, Acolytesix ( Per the author in the beta testing thread. ) Skaruts has given permission to the TDM Team to add Subtitles or Localization Strings to this mission. (No EFX Reverb.) If anyone from the Community or TDM team wishes to create these we will gladly test them and update the mission database.
  24. This post differentiates between "gratis" ("at no monetary cost") and "libre" ("with little or no restriction") per https://en.wikipedia.org/wiki/Gratis_versus_libre * A libre version of TDM could: ** Qualify TDM for an article on the LibreGameWiki *** TDM is currently listed as rejected https://libregamewiki.org/Libregamewiki:Rejected_games_list because "Media is non-commercial (under CC-BY-NC-SA 3.0). The engine is free though (modified Doom 3) (2013-10-19)" ** Qualify for software repositories like Debian *** TDM is currently listed as unsuitable https://wiki.debian.org/Games/Unsuitable#The_Dark_Mod because 1) "The gamedata is very large (2.3 GB)", and 2) "The license of the gamedata (otherwise it must go into non-free with the engine into contrib)" and links to https://svn.thedarkmod.com/publicsvn/darkmod_src/trunk/LICENSE.txt Questions: 1) tdm_installer.linux64 is 4.2 MB (unzipped), which is far from the 2.3 GB which is said to be too large. Yes, the user can use it to download data that is non-libre, but so can any web browser too. If the installer itself is completely libre, does anyone know the reason why it cannot be accepted into the Debian repository? 2) If adding the installer to the repository is not a viable solution, would it be possible to package the engine with a small and beginner friendly mission built only from libre media/gamedata into a "TDM-libre" release, and add user friendly functionality to download the 2.3 GB media/gamedata using "TDM-libre" (similar to mission downloading)? 3) Would such a "TDM-libre" release be acceptable for the Debian repository? 4) Would such a "TDM-libre" release be acceptable for LibreGameWiki? 5) Would the work be worth it? * Pros: Exposure in channels covering libre software (e.g. the LibreGameWiki). Distribution in channels allowing only libre software (e.g. the Debian repository). * Cons: The work required for the modifictions and release of "TDM-libre". Possible maintenance of "TDM-libre". I'm thinking that the wider reach may attract more volunteers to work on TDM, which may eventually make up for this work and hopefully be net positive. 6) Are there any TDM missions that are libre already today? If not, would anyone be willing to work on one to fulfill this? I'll contribute in any way I can. 7) I found the following related topics on the forum: * https://forums.thedarkmod.com/index.php?/topic/16226-graphical-installers-for-tdm/ (installing only the updater) * https://forums.thedarkmod.com/index.php?/topic/16640-problems-i-had-with-tdm-installation-on-linux-w-solutions/ (problems with installation on Linux) * https://forums.thedarkmod.com/index.php?/topic/17743-building-tdm-on-debian-8-steamos-tdm-203/ (Building TDM on Debian 8 / SteamOS) * https://forums.thedarkmod.com/index.php?/topic/18592-debian-packaging/ (Dark Radiant) ... but if there are other related previous discussions, I'd appreciate any links to them. Any thoughts or comments?
  25. Rest assured, I haven't received nothing but praise thus far. Most of the constructive criticism about this FM's design arose during beta testing, and Dragofer in particular gave me a very useful write-up about what can be improved next time. Some examples being that he FM is a bit too spacious at times, its difficulty is rather low (a sentiment shared by thebigh), and the house design is a bit strange or tubular as a result of the FM's more linear nature. It's all been invaluable feedback as I continue to learn DR, and I intend to write up a post-first FM release retrospective near the end of this week going over what I've learned. I'm quite overjoyed about all the positive feedback I've received thus far, but that's not because I'm afraid of criticism, rather I was afraid of how a less traditional mission would be received by the community. I wanted to make something a bit weird with my first mission, and I was wary of how a short, linear mission with a limited player toolset would be viewed. Fortunately, the community has been very welcoming and accepting of weird little ideas, and I intend to take what I've learned into my next project right after my eyes stop burning from all those late-night Dark Radiant sessions. I hope you enjoy the FM, Chakkman!
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