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Hello and thanks for checking out this post. I'm delighted to announce that version 1.1 of my fan mission "Cole Hurst 1: Eaton" is now available to download and play. This post is spoiler free, so please don't avoid digging into the details below if you are interested. I'm just using the spoiler tags to organize this post a bit. Let me start by saying "thank you" to anyone who has either previously played - or is considering playing this mission. It really means a lot to me. I have been away for a while, but following a round of beta testing that took place some time last year, I've only just recently managed to finish this update. I'm slightly embarrassed by how long it has taken me to complete, but I wanted to make sure that the valuable feedback I received was all properly addressed. Mission description "Tonight, Eaton's wealthiest citizens will gather at Lord Mayor Zelmer's estate to celebrate the city's founding. Nobles, dignitaries, a famed musician, and even the Queen will pass through its gates. While the guests celebrate Eaton's future, Cole Hurst is looking for a way out." For those new to and/or curious about this mission: I guess I would describe it as a traditional heist-style mission - although with a couple of major plot twist along the way. It's a very large map and I think it should take most players at least a few hours to complete. Screenshots Changes in version 1.1 Countless additions and a large amount of smaller tweaks and changes have all made it into this release. I may have already forgot a few things, but here are what I consider to be the main highlights: * New secrets & optional side quests * Story tweaks and reworked readables * Subtitles * Difficulty tweaks and related changes * Stability fixes * Various cosmetic changes * Audio tweaks * TDM version 2.13 now required Contributions and acknowledgments A special thanks to all of those listed below. I'm sincerely grateful for all your contributions! Mission testers and technical support @nbohr1more, @stgatilov, @duzenko, @Acolytesix, @Dragofer, @JackFarmer, @Shadow, @Cambridge Spy, @wesp5, @madtaffer, @prjames, @suzy8track, @datiswous, @boissiere and @Bergante Story Kelly Hrupa Voice actors twhalen2600 (AKA @Benny_the_guard) and Kelly Hrupa
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"Out of all the districts in Bridgeport, the Pagan Quarter is probably the second worst... it's certainly the last place I'd want to live. Sadly, I don't have a choice in the matter." It's with great pleasure that I present my third Dark Mod FM, "The Maybury Idol, Part 1: A Trip to the Museum" https://www.thedarkmod.com/missiondetails/?internalName=maybury1 This is the first in a planned 4-part series which is largely already plotted out to conclusion, and I'm planning to get started on Part 2 soon. Compared to the last FM I submitted, this one is a lot more linear and story-driven, but it also includes conversations and a mid-mission cutscene... which along with learning some basic scripting has really opened up a lot of possibilities in mission creation, and I'm looking forward to putting the lessons learned here to use in future. I'd like to thank everybody in the Beta Testing thread for ironing out the many, many wrinkles that came up and for offering helping advice in how to patch up the map's shortcomings: @Baal, @Cambridge Spy, @Bikerdude, @wesp5, @Bergante, @Keruah, and @tapewolf I hope you enjoy it.
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https://youtu.be/fwJwNLRY4kg "I am not enjoying my journeys, its so cold at the moment I imagine the chill could freeze a candle flame into a fire-gem and ole scratch's tears solid to his stoney face. Suffice to say, I'll be happy to get out of these whipping winds. A friend has asked me to keep an eye on his place while he is out of town. That part of Bridgeport is quiet enough, but he has been having a few problems he would like sorted out. I will know more when I get there." Download Link: v3.45 - https://mega.nz/file/jFEh3AYC#6EwN8eJ0uaioddse4iBTbTs-YKDsHAr_oHx9M4LI4T4 Thanks:- - As always espect to the Dark Mod team and for all the hard work they put and continue to put into it. - Flanders for his excellent models and textures. - Special thanks to the people that answered my technical questions on the forum. - Beta testers: (v3.45) Mat, DavyJones, Keruah, Oldjim, Amadeus, (v3.0) Lowenz, AluminumHaste, Greyman, nbhormore, McPhisto, Lost_soul, Pranqster and the original testers! Info: An update of the original Christmas Contest mission for TDM 1.08. Now requires version 2.14 List of fixes: For version 3.0 - (19-01-2013) The Tavern has been tweaked for better path finding and the punter's all sit down better, the barmaid now has RITS and there is new tavern music The south city gate barracks has a new room to explore, you have to climb to get to it. The Hotel has been improved for better path finding. The hotel apartment has been redecorated and a couple of new things for the player to interactive with and look at. There is a completely new shop for the player to explore and loot. Applied Grayman's winter breathing script, so when Ai are outside they all breath hot breaths of air The Thief's hideout was raised and tweaked for better game play. All side alley's have been tweaked visually. The north city gate has been visually improved. I have added a few new locations for the player to climb to for loot The objectives, briefing and readable's have all been tweaked. All top facing external surfaces have snow texture applied (this took frikin ages...) Added frost decals to every applicable window (this also took frikin ages) I increased perf again through out the map And finally lot of the bugs and issue and request players had have been fixed and addressed. For version 3.45: have placed a bunch of Volumetric lights in LOD better setting there were over a dozen broken or leaking vizportals and or overlapping vizleafs. found and fixed numerous texture misalignment. tweaked the locations and the monster clip for all the sleepers, to try and resolve the ko-death issue. tweaked/edited all the NPCs in the tavern, and one or more them was alerting all the others. edited the first objective so it only triggers after you read the note. remove the drop start for the player, very old mapping method that is no longer required. added Volumetric light version of a bunch of light sources and placed them on LOD better. added a area wide fog light to the sewer system. made the wine shop basement less aggravating to enter. fixed the pathing issues between the gnd and basement in the wineshop. lowered the brightness of some of the lights that were overly bright. fixed some broken lights that had been poorly placed and never spotted when this mission was release. fixed a shed load of broken, misaligned, misplaced, or just plain wtf is that there bits of brush and objects. will update this list as I go. added a building façade behind the SE city gate lookout and made some roof a single FS to enhance the skyline. added some winterised trees from Scrooge FM. moved the window on the small room to the south west and made it an opener, as it had been blocking access to a piece of loot. fix a couple more random issues spotted by the testers.
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Fan Mission: "The Maybury Idol, Part 1: A Trip to the Museum"
Knüppelaufdierübe replied to Jnon's topic in Fan Missions
Did the whole thing a second time for good measure. Could not reproduce glitching through the floor this time. It is a fun little mission as an opener to a series, although I have 2 small nitpicks: The plague section felt a bit empty (I get why, from a story perspective, but just a little bit more player engagement would have been nice). General thing regarding scripted events (issue in several missions, I think): Plan ahead for what you don't expect the player to do (which sounds a little contradictory, now that I read it). If there is an event the player might want to tweak in their favour and you suggest to the player that the option exists, that option better work. -
Can someone remind me which mission didn't start with an in-game map, but rather the player has to pick it up..? I ask because I am looking to place map inside a building, and only want to player to have the map at that point.
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Fan Mission: "The Maybury Idol, Part 1: A Trip to the Museum"
Jnon replied to Jnon's topic in Fan Missions
This was the intent for the initial trip through (since zombies in the Plague Ward is kind of a trope, I wanted that hanging in the air only to never actually happen). But in hindsight, I agree with the return trip. I did add the lever in the small gatehouse on street level to allow for mostly skipping the sewer on the trip back, but it is still rather long and could have been tightened up. Still, glad you enjoyed it. Thanks. -
1) Is it possible to remove "game saved" from the HUD when quicksaving? Small nitpick I know but I play all my games HUDless and like to get rid of every HUD element if there's no option to do so. The small pause in gameplay when quicksaving is feedback enough that the game saved. 2) Possible to replace the loot pick up sound with a custom soundfile? 3) Possible to replace the mission complete jingle with a custom soundfile? Any help would be appreciated!
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I'm testing UE5's motion capture tools. For this test I recorded myself with just a single camera, no markers. It took quite a lot of manual work to clean it up. As you can see it's still far from perfect. Feet, hands, shoulder pads need manual adjustments. It's possible to combine inverse kinematics chains (IK) in legs and hands with mocap, that's why feet are nicely glued to the floor in the video. There's a small jitter when looking up close that's not in the original animation. You can see it in some other Darkmod animations, probably some math inaccuracy. edit: uploaded longer video
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Fan Mission: "The Maybury Idol, Part 1: A Trip to the Museum"
chumbucket91 replied to Jnon's topic in Fan Missions
Completed in 1hr7min with about 2100 loot on the Normal difficulty. This mission was pretty fun! I liked the overall level layout and the little side areas and stories in all the readables. The museum itself was a nice challenge to get through, and felt like it worked well with TDM's mechanics and engine - I distinctly recall hiding in dynamic shadows behind the bar counter in the cafe area, behind open doors, on top of display cases, and lots of other locations because of all the torch bearers. Good stuff! The map did a great job building tension in the plague district section, which I quite liked. The first path through the district felt quite creepy even though it turned out to be a relatively empty section of the map. The return trip after the museum sort of suffered for that same emptiness, though - the tension is gone after you've gone through it once. Maybe there ought to have been a shortcut back to the starting area after you get the statue, or some surprises spawn in the plague district after you get the objective? I did find the sort of half-shortcut, and used it, but I feel like that section of gameplay could have used something more. There were polish issues with the geometry that took me out of the experience a bit - I saw some light leaks (things that ought to be solid and in the dark, but were very brightly lit) and z fighting in the rafters of the museum and at the bottom of the maintenance shaft in the sewer section. The front of the church and the back hallway down to its tomb were conspicuously flat and boxy, the rafters in the museum didn't really look like they were held up by anything, and I think the columns at the front of the museum could have used bases and crowns. This is like a 7-7.5/10 for me. Good stuff! Excited to see more in the series. -
Wishlist For Darkradiant
datiswous replied to sparhawk's topic in DarkRadiant Feedback and Development
@func_klauscould you look into this issue? I still have this. But it might be Linux specific. It only is noticeable with large maps. For example Volta 3 : Gemcutter , with this map the mouse click is blocked for at least 5 seconds when it loads the Entity List. This happens every time I click on the Entity List, coming from another window. It also happens with fm COS 0 for example (medium sized fm), but the delay is like 1 second. -
Fan Mission: "The Maybury Idol, Part 1: A Trip to the Museum"
Jnon replied to Jnon's topic in Fan Missions
No, that's definitely supposed to be passable. There's an invisible brush over each doorway that's meant to block opening the latch from outside as well as NPCs arbitrarily opening it, but frobbing the latch from the inside is supposed to remove them. In dozens of playthroughs, I never once had a problem with not being able to go through those doorways, and I'm really curious how that happened. Quite by coincidence, I was watching DS9 around the time I was working on this part of the map -
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
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NPCs tracking player with their heads and torso - procedural animation
Arcturus replied to Arcturus's topic in The Dark Mod
tdm_ai_head_tracking_humanoid.script I swapped idle anim with a t-pose to see what's going on. And it looks ok, head joint doesn't seem to cause too many issues. There is a small stutter when random idle starts, for example at 1:23 monk's head is a bit jerky. Random head turn is disabled when tracking begins. But they also turn around when they talk to each other, that doesn't count as random head turning. Anyone knows how to disable those? Tracking pauses when random idle animations play. Main idle animation has those stupid sways. Here you can see some stutters on the head joint. Perhaps swaying back and forth in the idle anim causes some issues?- 14 replies
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Hello! Tracking down information on software and plug-ins that work with D3 / TDM can be a tough. So I have created a thread here where people can post what software/ plug-ins/ tutorials or other references they've had success or failure with in TDM. 3DS MAX 2013 64bit .ase - Default .ASE model exporter works. However you have to open the .ase file in text edit and manual change the *BITMAP line on each material to read something like: "//base/textures/common/collision" which allows the engine to read the correct material path. md5.mesh / animation - Beserker's md5 exporter/importers for 3dsmax. http://www.katsbits.com/tools, Importing and exporting works. The model must be textured, UV'd, with a skin modifier attached to the bones to export. PM me (Kingsal) for help with this. Imported models using the script will not be weighted appropriately, so this is not recommended if you are simply trying to edit existing tdm content. (Use blender instead) MAYA 2011 32bit md5.mesh - So far I've not had any luck with Maya 2011. I am using Greebo's MayaImportx86 for Maya 2011. I've got the importer working however I get a "Unexpected Internal Failure(kFailure)" and the import fails. This could be due to something finicky in Maya that I am not doing correctly. Will keep trying.. Blender 2.7 about - Blender is commonly used and pretty well supported on the forums/ wiki. Various versions may work as well - https://www.blender.org/download/ md5.mesh / animation Blender MD5 importer/exporter (io_scene_md5.zip): https://sourceforge.net/projects/blenderbitsbobs/files/ Sotha's guide Blender Male/ Female rigs by Arcturus - Here Edit by Dragofer: more links found in this post.
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"When the leaves change and the air is still, there is a quiet." -Lady Blackbriar -=| DISPLACEMENT |=- BY AMADEUS & WELLINGTONCRAB = DOWNLOAD = <( | )> -REQUIRES TDM 2.14- -JOIN THE BETA NOW- "Seek not the prideful sin that is perfection The Builder's light shines through all flaws. It is His wisdom to recognize a thing is done Before it is ever truly finished." -St. Edgar's Sermon of Rust LAMPFIRE HILLS... They say the woods around here give the tourists bad dreams, but I don't mind. I like it here. I feel like a piece of me belongs here. ... That it fits. DISPLACEMENT is a medium-sized traditional manor mission with a highly variable playtime. *2.14 provides a number of improvements to gameplay, performance, and stability. It is strongly encouraged to play on the latest 2.14 beta release. Join in testing now!* *Mods such as the “Unofficial Patch” and “TDM Modpack” are not supported by this mission and should be used at your own risk* https://www.thiefguild.com/fanmissions/97429/displacement CREDITS: ADDITIONAL MUSIC: -AIRSHIP BALLET -GIGAGOOGA ADDITIONAL SCRIPTING: -DRAGOFER -OBSTORTTE -FROST SALAMANDER -KINGSAL ADDITIONAL ASSETS: -KINGSAL -TDASH -SKACKY -BIKERDUDE -GOLDWELL -EPIFIRE -STRUNK -SHANNEN ART -POLYHAVEN -TEXTURES.COM -SKETCHFAB CULTURAL HERITAGE CC0 COMMUNITY -LOISTE INTERACTIVE -COLINFIZGIG -CDMIR BETA TESTERS: -KINGSAL -GOLDWELL -MAT99 -FROST SALAMANDER -MIKE A -STGATILOV -STIFU -MARBLEMAN -DETEEFF -THEBIGH FURTHER ACKNOWLEDGMENTS: -STIFU FOR HIS EFFORT IN FIXING THE NOTORIOUS STUCK AI AND ARROW CRASH BUGS. -STGATILOV WHO MADE A NUMBER OF 2.14 OPTIMIZATIONS AND BUG FIXES. -KINGSAL FOR PROVIDING SOME OF THE MAIN MENU GUI ASSETS -PURAH FOR ORIGINATING THE SETTING OF LAMPFIRE HILLS, REIMAGINED HERE, IN HIS THIEF FMS. -GUY-ON THE COUCH AND JAM61 FOR THEIR SILENT HILL COMMUNITY MAPS WHICH HEAVILY INSPIRED THE LAMPFIRE HILLS REGION MAP. -SPECIAL THANKS TO LOISTE INTERACTIVE FOR ALLOWING US TO USE ASSETS FROM THEIR GAME "INFRA." SOME ADDIITONAL DETAILED LICENSING INFORMATION: SOME NOTES ON PERFORMANCE: NOTE TO MAPPERS: MOST OF THE NEW ASSETS IN THE MISSION ARE INCLUDED IN 2.14
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i think the legs on the panslim are there to ensure airflow since the fans are mounted vertically, but maybe shortening or replacing them with some less obtrusive ones might do the trick. yeah the jonsbo cases are a bit overpriced for a nas cabinet. the N5 is also way bigger than the steam machine since it is full ATX, the N2 is pretty small though ITX but it seems pretty cluttered when hardware is added. Was mostly to show of some options that while not 100% the same form factor still might interrest people. tbh it might be a bit hard to make something as compact without specially crafted coolers gfx card risers and a well thought out fan assembly. but with some elbow grease you can come pretty close.
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Fan Mission: "The Maybury Idol, Part 1: A Trip to the Museum"
RedNoodles replied to Jnon's topic in Fan Missions
Congrats on the release! Played through it yesterday and had a lot of fun. The museum was awesome, I took my time exploring it and read every plaque. LOL at the "moorish" exhibition Oh and the map to the second part of the mission looks awesome. Not sure if this is a bug: Looking forward to the rest of the series! -
My old friend Andreas urgently needs my help. He asked if I could meet him at the Lion's Head Inn, our favourite retreat in a quaint part of the city called Mirkway Quarter. He’s got a small apartment nearby where he makes a modest living off paintings he sells to pompous nobles and the odd merchant. Not long ago, his wife Lily was hired as a servant at the manor of the local alderman, one Lord Marlow. Now she hasn't been home for days. Andreas went to the manor looking for her, but the guards shoved him into the gutter and warned him not to return. Andreas is certain that something bad has happened, and I don’t think he’s wrong. Gallery Authors’ Notes It all started many years ago when Shadowhide laid the foundation for a sprawling and convoluted city and worked with MoroseTroll and Clearing to create a macabre storyline to befit this medieval metropolis. At some point, however, the beast grew too large to handle, so he handed the keys to the City to Bikerdude and Melan. Together, the two worked tirelessly, passing the map back and forth, each playing to their respective strengths. Notably, Melan reworked the story concept, toning down many of its darker, R-rated elements. Eventually Melan, too, moved on in 2017, but by then large swathes of the community had become involved in this map’s development. Mapping work was contributed by Baal, Grayman, Fidcal, Ubermann, Skacky, and Flanders, while Destined, nbohr1more, and Obsttorte wrote story texts. Several scripts were provided by Grayman, Baal and Obsttorte, such as an elevator with scissor gates, a TDM first. Even after all this input, the daunting task still remained to transform what had grown into the largest TDM map ever made into a playable mission. Bikerdude hammered away at this for some more years still, on and off between other projects, until in early 2020 when he deemed it ready for public viewing. It was then that Dragofer and Amadeus joined in. In the months that followed, the trio reworked, finished, and polished the mission in nearly every aspect, fully writing out and editing the story as well as adding countless scripted effects and (with help from Bienie) many new readables. The good working atmosphere and pooled creativity brought forth several new secrets, of which the largest likely hasn’t been done before in TDM (hint: check the libraries). In the very end, the name “Fractured Glass Company” was drawn up to refer to everybody who was involved in creating this very special mission. Without the hard work of all these people, most of all Bikerdude and Shadowhide, this mission would likely never have seen the light of day, let alone become what you see here before you. The mission is, as Bikerdude puts it, a homage to Thief 1 & 2, and it’s our hope that you catch these vibes as you explore and enjoy this mission. Update 1.2 (released 04/04/2021) Update 1.1 (released 11/11/2020) Credits - Mapping: Shadowhide, Bikerdude, Amadeus, Baal, Dragofer, Fidcal, Flanders, Melan, Skacky, UberMann - Original Story Concept: Clearing, MoroseTroll, Shadowhide - Story & Readables: Amadeus, Bienie, Bikerdude, Dragofer, Destined, Melan, nbohr1more, Obsttorte, Shadowhide - Editor: Amadeus - Scripting: Dragofer, Baal, Grayman, Obsttorte - Voice Acting: AndrosTheOxen (Andreas), Joe Noelker (Player) - Video Editing: Bikerdude (briefing), Goldwell (briefing intro) - Custom Models: Bikerdude, Dragofer, Dram, Epifire, Grayman, Obsttorte - Custom Textures: Airship Ballet, Dmv88, Hugo Lobo - Custom Sounds: GigaGooga, Sephy, Shadow Sneaker, alanmcki, andre_onate, Deathscyp, dl-sounds.com, Dmv88, dwoboyle, eugensid90, gzmo, lucasduff, mistersherlock, qubodup, randommynd, richerlandtv, sfx4animation, Speedenza - Betatesting: Amadeus, ate0ate, Biene, Bluerat, CambridgeSpy, Cardia, Dragofer, Garrett(Monolyth-42), JoeBarnin, Kingsal, Krilmar, ManzanitaCrow, MikeA, Noodles, S1lverwolf, s.urfer Download Note: this mission requires TDM 2.08, which is now available for download. Please be aware that old saved games will no longer work after you upgrade to 2.08's release build. Note: it’s highly recommended to run this mission using the 64-bit client (TheDarkModx64.exe), since there've been frequent reports the mission won't load on the 32-bit client (TheDarkMod.exe). Both are found in the same folder. The mission is available from the ingame downloader. In addition to that, here are some more mirrors, as well as the official screenshots for anybody uploading this mission to a FM database: Mission: Google Drive / OneDrive Mission (v1.1, slimmed down version for 32-bit clients): Google Drive / OneDrive Official Screenshots: Google Drive / OneDrive Hi-Res Map: Imgur Links Secret loot & areas walkthrough by @Lzocast
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Mandrasola is a small sized map in which aspiring thief Thomas Porter steals some herbal products from a smuggler. The mission was created by me, Sotha and I wish to thank Bikerdude, BrokenArts and Ocn for playtesting and voice acting. Thanks goes naturally to everyone contributing and making TDM possible. This mission occurs chronologically before the Knighton's Manor, making it the first mission in the Thomas Porter series. Events in chronological order are: Mandrasola, The Knighton's Manor, The Beleaguered Fence, The Glenham Tower and The Transaction. The winter came early and suddenly this year. Weeks of strong blizzards and extremely harsh cold weather hit Bridgeport hard. With the seas completely frozen, a rare occurence indeed, most of the City harbor commerce has stopped completely. Vessels are stuck in the ice and no ship can leave or enter the City, resulting in the availability imported goods declining and their prices skyrocketing. One of these imported items is Mandrasola, a rare herbal product, which is imported overseas from the far southern continents. Mandrasola has its uses in alchemical cures and poisons, but mostly this substance is used for its narcotic qualities by commoners and even the nobility. The problem with Mandrasola is that excessive use is extremely addicting and the withdrawal effects are most grievious. Many are utterly incapable of stopping using Mandrasola and are transformed into quivering human ruins if they do no get their daily dose. And now this expensive and rare substance is running out from the whole City. Me and my fence, Lark Butternose, would love to grab this monopoly to ourselves: selling the last few doses in the City would probably be worth a fortune. According to Lark's sources, there remains only one smuggling lord who still has Mandrasola in stock. The problem is that this individual maintains an exclusive clandestine operation and only supplies a few nobles. Despite our best information gathering efforts we couldn't learn who the smuggler is and where he or she operates. Luckily we have an alternate plan. While searching for Mandrasola related information, we learned that a noblewoman called Lady Ludmilla is addicted to the substance and has paid high prices for small amounts of it. We also know that she has visited frequently someone in the Tanner's Ward waterfront, and since she goes to the area personally we believe she is visiting the smuggler. The plan is simple: I must monitor Ludmilla's most likely entryway to the Waterfront and then follow her to the smugglers hideout. I'd better be very careful around Ludmilla. She must not realise I'm following her or she probably won't lead me to her dealer. Hurting her is also out of the question. After she leads me to the smuggler's hideout, I can take my time to break in carefully and steal all the Mandrasola I can find. While I'm there it wouldn't be a bad idea to grab some loose valuables as well. I've now waited in the blistering cold for a few hours already. Looks like there are a few city watch patrols in the area to complicate matters... I think I heard a womans voice beyond the north gate. That must be lady Ludmilla, I haven't seen many ladies in these parts. I'd better get ready.. Links: Use the ingame downloader to get it. WARNING! Someone always fails to use spoiler tags. I do not recommend reading any further until you've played the mission.
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I think they're both very good. And, I say that even though I'm not into shooters too much. But, especially Quake 2 is a fantastic game. I know that some people complained about Quake 2 remaster, for whatever reason. There are the occasional post or two on the Steam forums as well, made by single people. Everyone else seems to thoroughly enjoy the game.
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So have anyone else been having this issue? If you dmap & map in the same session via an exec config "exec myfm.cfg" files in the console, TDM will eventually start having a regularly timed stutter that wont go away untill you close and reopen tdm.
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Hello again TDM Forums. I'm close to finishing a new FM, "The Maybury Idol, Part 1: A Trip to the Museum", and I'd like to request help with beta testing. Any assistance is appreciated, thanks.
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https://wiki.thedarkmod.com/index.php?title=In-game_Map_Entities The Wiki entry on In-game Map Entities focuses on just one page maps (replacing a dummy custom inventory item with a map_of item), but the script could be modified to simply add multiple "map_of" entities simultaneously from one frob, I think. That would result in multiple map pages from the player's POV (multiple presses of m would just shuffle through map pages), even though they'd technically be multiple individual map items in inventory.
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Mod that polishes several sound aspects that affect the gameplay, with a sprinkle of general gameplay tweaks. TDM 2.12 introduced a subtle rebalance to player footstep sound volumes. This was meant to be the first step towards an overhaul for all footstep sounds, both in volume levels and variety, since quite a few materials share sound files. 2.13 added "improved footstep sounds for broken glass and ice material surfaces" Almost one year later since 2.13, this project has completely stagnated; as a regular user that tried to chip in, I've seen the motivation fade out from the devs and mappers involved. So instead of letting it rot, I've made the early attempts to achieve this overhaul into a mod. The scope has widened a bit, since I decided to tackle annoying things such as alert 3 & 4 duration or sound propagation for blackjack/sword impact stims. Repository to report issues: https://codeberg.org/SilverKeeper/tdm-sound-polish Installation Latest release: https://codeberg.org/SilverKeeper/tdm-sound-polish/releases/download/1.2.1/Sound Polish Mod v1.2.1.7z The mod comes in three versions: x_soundpolish.pk4 is the main version, using TDM Core sounds but with handpicked improved files from other soundpacks. Read the changelog for a detailed listing. x_soundpolish_VoltaFootstepMod.pk4 has the handpicked files from the main version + footstep sounds from Kingsal's "Volta" series, both for the player and humanoid AI. x_soundpolish_ThiefierSoundsByGin.pk4 has the handpicked files from the main version + the footstep sounds from Gin's "Thiefier Sounds" soundpack, both for the player and humanoid AI. Copy one of those to TDM root folder. Additionally, you can copy autocommands.cfg or my personal autocommands_full.cfg and rename it as autocommands.cfg. Look at Gameplay and TDM settings for a brief explanation. The `Docs` folder has detailed documentation on my definition changes, final footstep propagation values (based on TDM Core `tdm_propagated_sounds.def` propagation values) and a list of FMs with custom footstep sounds to keep track of potential incompatibilities. Out of respect to FM authors, I won't be tweaking their audio files to "fix" any inconsistencies that might arise by using my mod. Hopefully they will release updates to their FMs if they themselves share my view on polishing TDM current audio design. Overview Footsteps .sndshd files for humanoid and player footsteps were a complete mess. They were mixed between 3 files when they should've been properly categorized in 2, materials shared one shader for the AI and the player, and in rare cases they outright played the wrong sound files (player carpet footsteps were "placeholders" currently used as AI barefoot footsteps). This has been the hardest part of the mod and hopefully it serves as template for TDM Core files. Both the player and AI (but particularly the player) are too quiet when they walk. The player barely hears their own footsteps, but the AI reacts strongly to them. Material sound shader values have been balanced according to the sound propagation transmitted to the AI. Jumping shaders are the loudest and speed shaders decrease the volume from there the slower you move. AI shaders start being audible too late for them to serve as a warning; their `maxDistance` has been increased. Monsters were also too stealthy, specially spiders (and particularly the small spiders). Sound files themselves had room for improvement, too. Some files needed amplifying (without clipping, of course) to have more leeway with sound shader volumes. Others were disabled/pitch-modified/replaced. In particular, AI had some weak-sounding footstep sounds. Pitch-modified variants of the player footsteps have replaced the worst AI footstep sounds. Alternative versions with "Volta footsteps mod" by Kingsal and "Thiefier Sounds" by Gin have also been created. Sound propagation and AI While TDM AI reacts to sound reasonably well, the base volume of the player's walk and creep sound propagation shaders is a bit too high, triggering alert 2 too easily. Those have been decreased for a more enjoyable gameplay. Thief featured a bait mechanic in the form of stims triggered by slamming your blackjack or sword against objects. This was nerfed in Deadly Shadows; now even walls played impact sounds, but AI was deaf to them. Currently, TDM has the potential to bring the mechanic back, but it's undercooked. All materials play the same sound propagation shader, so AI only hears you bashing wood, regardless of the material... And even that does absolutely nothing to the alert level. I've improvised material-specific shaders for both the blackjack and the sword. There seems to be a problem with value modifiers for the weapon entities... I can't take advantage of the feature. In relation with the bait mechanic, TDM Core hit sounds are incredibly lacking outside the bow's. Understandably, providing specific hit sounds for both the blackjack and shortsword isn't an easy feat, considering the amount of additional materials TDM adds to the humble Thief repertoire. This has been addressed to the best of my ability thanks to freesound.org awesome offering of free sounds. Alert 3 & 4 have insane duration and fuzzyness values. AI takes forever to go back to alert 2; duration gets... multiplied? randomly by, at most, the fuzzyness value or any number below that. Those values have been decreased for a reasonable fail state, so players don't normalize quicksaving when they get caught. Stationary AIs should play their barks frequently so you can point them out by ear before stumbling upon them. TDM Core intervals are too wide... Now barks and snores will occur more frequently. Gameplay and TDM settings Frob distance for pickpocketting has a shorter distance than other actions in TDM. While in principiple this should make pickpocketting more "tense", the bump mechanic gets in the way here. Being caught because you miscalculated the timeframe before the AI would turn around is one thing; being caught because you bumped your head into their back from forward-leaning in another. Now frob distance of objects carried by AI is more consistent with the rest of TDM and closer to Thief. AI maximum sight distance feels a bit too high. "Hidden Hands: Initiation" open areas were a good testing bed to find the right value decrease. It got reduced from 40 meters to 30. Several aspects of the movement are rather uncomfortable. Headbobbing is nauseating, footstep rate is very exaggerated and running speed feels slow. An autocommand.cfg file has been provided for this, as well as a complete autocommand_full.cfg with my personal settings for TDM. While the increased running speed shouldn't break anything, it is an opionated value from two FM authors and might not be balanced for the rest of TDM FMs. Thanks Daft Mugi and WellingtonCrab for carrying the brief but powerful efforts to start cleaning this up, and for creating the Player Footstep Sounds Test Map. Daft Mugi in particular for sharing the tuned player sound propagation values and the pickpocketting frob distance overrides. WellingtonCrab in particular for helping with AI alert 3 & 4 values and mentioning their overrides for AI barks used in their FMs. Ujtudor for their "Collection of adjusted sounds". Kingsal for their "Volta footsteps mod". SeriousToni for their "Alternative Footstep Sound Package" mod. Gin for their "Thiefier Sounds" mod. If any dev is interested in starting and merging a stable implementation, I would suggest some considerations: Fix jumping stepvol modifiers, if they even exist. Right now the player perceives different ranges of noise when jumping, but AI always hears the loudest value possible... Make wiki documentation for every TDM material on how noisy their footsteps are for AIs. I've included all material final propagation values (as shown by the "tdm_spr_debug 1; con_noPrint 0" command) in a "_Docs" folder. Inspect all entity .def files to detect missing sound material definitions Besides that, sound files are all over the place. I would propose this for both sfx .pk4s: tdm_sound_sfx01.pk4 Move all player climbing files from sound/sfx/movement/footsteps in tdm_sound_sfx02.pk4 to a sound/sfx/movement/climbing folder here. Move all humanoid rustle files from sound/sfx/movement/footsteps in tdm_sound_sfx02.pk4 to sound/sfx/movement/rustles here. (and any other rustle files that wander around the .pk4s) tdm_sound_sfx02.pk4 Move all used player footsteps in sound/sfx/movement/footsteps or sound/sfx/movement/footsteps/human to sound/sfx/movement/footsteps/player. (You would need file duplication for some files, since core player declarations currently shares many files with NPCs...) Move all used NPC footsteps in sound/sfx/movement/footsteps to sound/sfx/movement/footsteps/human. Check and delete unused variation files of materials (there are a lot).