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  1. 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.
  2. 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.
  3. Unreal engine now has a tool for single-camera, markerless motion capture. Supposedly based on this tech: https://meshcapade.com/ It’s far from perfect, but definitely usable. It’s free and offline. https://dev.epicgames.com/documentation/metahuman/getting-started-with-metahuman-animator https://forums.unrealengine.com/t/epic-games-metahuman-animator-markerless-motion-capture-plugin/2729293/6
  4. 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
  5. So the maps in Lt1/4 and Displacement, are all single page maps. Is it possible to have a single map entity that has multiple pages, like a book or a stack of sheets..?
  6. Baal

    Gloomwood

    I bought this at the end of last year; and even though it's early access, and will take a while to be completed, I did not regret it. It's a fantastic game. The visual style fits the dark and dirty setting perfectly. Everything else is very well done. The map-, creature-, and especially audio design is very creative. The next big area will be released in a couple of month (based on the last few updates); I'm looking forward to that. If you can live with a "Wait for the next update" screen in the middle of a game, I recommend this 100 percent.
  7. 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.
  8. I did exactly this in One Step Too Far using def_attached props and a small script that activated teleportation entities: void MenReturn() //thugs return to their house on the beach { sys.wait(10); sys.trigger($danger_ambient); $woodsman_teleport1.activate($Woodsman1); $woodsman_teleport2.activate($Woodsman2); $woodsman_teleport3.activate($Woodsman3); $woodsman_teleport4.activate($Woodsman4); sys.trigger($start_AI); $boat1.setOrigin('-8084 30528 -13452'); $boat2.setOrigin('-8512.1 30535.5 -13453.4'); sys.trigger($gold_bar_hint_speaker); $player1.replaceInvItem($BookFog,$null_entity); //BookFog is removed $player1.addInvItem($BookMen); //player receives BookMen sys.trigger($BookMenAcquireSound); //plays a sound when receiving the book $Window_Porch_Outside.Close(); //bugfix thread BookMenPost(); sys.wait(50); $danger_ambient.fadeSound(SND_CHANNEL_ANY, -30, 20); sys.wait(20); sys.trigger($danger_ambient); } thugs.pfbx def_attach, besides binding the prop at the correct position, angle and bindpoint defined in the prop definition, can also alter animations and various behind the scenes work to make the AI work well with that prop. I think it should also be possible to bind a prop entity after the map has started and achieve the same effect, but haven't tried and you would probably need a supporting script to calculate the correct position. If you bind a normal moveable entity or even a func_static it'll just be a visual model next to the AI, which is fine for keys but not for lamps etc. Normally bound entities should follow the parent entity's position and rotation around exactly, including when it's teleported. If the teleport entity leaves bound entities behind it's a bug that should be reported - may be worth isolating that into a test map and filing an issue on the bugtracker. It's surprising to me since almost all AIs have def_attached props (i.e. weapons) and a lot of mappers have used the teleport entities before.
  9. So far I've had no problems with patrols on teleported AI. For another area of the map, I had an AI with a target spawnarg for a path_corner inside the map while he was trapped in a box outside the map, unable to reach it. Post-teleport, he simply started following path nodes like expected. Maybe something under the hood changed in the most recent version, idk. I'll have to play around with some of these scripts and see what happens. Although I was thinking about this from another perspective, does def_attach only work at map start, or is it possible to apply to an AI after spawn? I know some of the eating animations have food props temporarily jump into AIs hands for animations, maybe it's possible to simply attach the lanterns to the AI after teleporting them, and sidestep the whole problem?
  10. The TDM Unofficial Patch is a personal project of mine to modify some small details that annoyed me in the core game. It wouldn't be possible without many others, so thanks to the whole TDM community for discussions and help, but especially to friendly modders who directly contributed code for it, like Obsttorte, Dragofer, Kingsal, Goldwell, Destined, and snatcher! You can find it under the link below and while over the years there was little progress, in recent times many things have been improved that I never even thought of when I started and some might be worth to be included in the core game. https://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-unofficial-patch Version Changelog: ------------------ v2.4 16.06.2026 ---- Updated to 2.14 and packed mission changes into dedicated pk4 files. Added missing main menu music for Lucy's Quest, thanks to snatcher. Improved German translation and added several hard-set option lines. Swapped the in game menu objectives button with a quit game button. Added mission title to statistics screen and removed prefab changes. Made compass always stay visible behind the lightgem once obtained. Fixed frobing items animation for all items that was lost in update. v2.3 26.02.2026 ---- Updated to 2.13 and restored many mission names because of new list. Made reading newspapers look less bright and improved training map. Added any 10 minutes auto save game feature, thanks to chumbucket91. Removed invisibility potion as this is a part of the core game now. Added sortable inventory, thanks Snatcher, datiswous and nbohr1more. Removed numbers for non stackable inventory items, thanks Snatcher. Followed requests to restore map that shows Bridgeport is in France. Fixed bad text for flint in shop menu and added a shop flint image. Removed more ko alert immunities and NPC reaction to electric mines. Made keys droppable by default to make perfect ghosting achievable. Fixed reversed door handle in Vengeance for a Thief Part 1 missions. Removed Blow and Whistle for differentiation to Snatcher's Modpack. Added compass name, made it less bright and all tools not droppable. v2.2 23.12.2024 ---- Readded Whistle tool because font issues were fixed, thanks to Geep. Fixed possible problem with item taking animation, thanks Snatcher. Modified internals so the patch can be used with Snatcher's Modpack. Included fragile bottles which break on impact, thanks to Snatcher. Fixed bug with the William Steele 3 mission and invisibility potion. Renamed some new and updated missions for the alphabetical sorting. Reduced mission list font size and removed stripes, thanks Snatcher. v2.1 03.05.2024 ---- Increased torch glare by using new particles, thanks to nbohr1more. Packed non mission files into pk4 archive and updated mission names. Changed several subtitles that imply death if target is knocked out. Removed Whistle and Peek Door to make distinction to modpack clear. Unified frob distance of keys and other entities to the default one. Fixed inventory grid title color, position and cropped loot numbers. Updated final mission statistics, rogues and moors to work in 2.12. v2.0 04.03.2024 ---- Added names being shown on frobing bodies or items, thanks Snatcher. Resorted mission list including "A" and "The" in alphabetical order. Updated to version 2.12 and removed several fixes that are included. Moved helper options from the gameplay page to the difficulty page. v1.9 29.07.2023 ---- Removed statistics button from mission statistics, thanks Datiswous. Arranged mission statistics into groups and commented stealth score. Added blinking to frob highlight of loot and items, thanks Snatcher. Fixed cut off final_save name by hexediting the main TDM executable. Made the default frob outline black, thanks Snatcher and nbohr1more. Fixed inventory overlay when wearing magic glasses, thanks Snatcher. v1.8 13.04.2023 ---- Added peek through door keyhole skill, thanks Snatcher and Dragofer. Improved handling of lit lights that start unlit, thanks nbohr1more. Restored original holy water usage as a backup, thanks to Snatcher. Updated patch for TDM 2.11 and restored option to show frob helper. Changed some defs and script to make "Seeking Lady Leicester" work. Made mantling while carrying somebody possible, thanks to Snatcher. Corrected container bottom fix for jewelery boxes, thanks Snatcher. v1.7 20.08.2022 ---- Made loot icon change right back to last tool icon, thanks snatcher. Added new whistle player skill to distract NPCs, thanks to snatcher. Made more lights extinguishable and added info for 4 beta missions. Corrected container bottom fix messing up drawers, thanks Dragofer. Improved unlit behaviour of moveable light sources, thanks snatcher. Corrected lit lamps set to extinguished in maps, thanks to Dragofer. Changed western empire maps so the location of Bridgeport is vague. Added several major city names to the small map, thanks to Kukutoo. Fixed frobing animation not working with bound and carried entities. v1.6 23.07.2022 ---- Improved extinguishing oil lamps, thanks to Dragofer and Obsttorte. Added frobing animation, thanks to Obsttorte, Goldwell and snatcher. Fixed container bottoms and training mission chest, thanks Dragofer. Made doors open faster when running, thanks Obsttorte and snatcher. Added more player tools to training mission and improved text there. Fixed Holy Water doing no damage and Hazard Pay not starting at all. Made all five oil lamps in Sotha's "The Bakery Job" extinguishable. Added blow player skill to snuff out small flames, thanks snatcher. Changed Unarmed icon to make clear that the player always has a bow. v1.5 02.07.2022 ---- Created Invisibility Potion out of cut Speed Potion, thanks Kingsal. Increased arrow head shot damage to both living and undead enemies. Replaced slow matches with easier to handle flints, thanks Kingsal. v1.4 10.03.2022 ---- Replaced Frob Helper with dark Frob Outline and updated to TDM 2.10. Made electric mine stun elite guards too and improved mission names. Renamed mission installation/selection UI mishmash to "activation". v1.3 21.02.2021 ---- Changed flashmine to stunning electric mine and updated to TDM 2.09. Edited more mission names and made threefold candles extinguishable. v1.2 26.08.2020 ---- Updated to TDM 2.08 and fixed custom holywater script compatibility. Added Numbers Scroll showing stealth and loot info, thanks Dragofer. Edited more mission names to avoid truncated descriptions in menus. Added default keys info to training mission and repaired cut lines. v1.1 03.02.2019 ---- Moveable candles can be extinguished directly by frobing the candle. More blackjack immune enemies and inextinguishable candles modified. The key frob distance has been decreased to be that of lockpicking. Holy Water bottles must be thrown directly, but they do more damage. The controls settings menu additions have been updated for TDM 2.07. New mission names have been fixed to fix format and spacing issues. Added looking up and looking down controls for people without mouse. Pointed bad prefabs container open/close sounds to existing effects. Added version info to starting screen and edited some new missions. v1.0 06.05.2018 ---- Many enemies will not become immune to blackjacking when alerted. Oil lamps can be snuffed by frobing, thanks Destined and Obsttorte. The controls settings menu lists that "use" can work on held items. Mission names were syncronized between download and online lists. The controls settings menu lists that "frob" can get or drop items. Astericks were added to official missions to move them to list top. Minor text and format bugs have been fixed in some mission infos.
  11. There are signs the ai bubble is weakening so lets see. New tech is always exilerating at first, but in this case i would have opted for a more regulated approach. With ai the old gung ho method of putting no guardrails on at release date and just fix problems later might eventually end up biting them in the ass. We allready have companies in denmark who have scrapped ai completely because it went haywire and ended up costing 10x what said companies saved on firing normal personnel. I expect this number to grow worlwide as it gets implemented. My country while having a small population is actually one of the most digitalized in the world, so i would not take it lightly when we warn against something in that category. EDIT: to make matters worse the trump admin has shuttered access to the anthropic AI which many companies and even our government was using making it clear that we have to look at european digital sovereingty now. this will not bode well for the digital services the US have had a monopoly on. in essence when this has been implemented they will loose 100's if not more billions and this market will newer come back.
  12. I wanted to keep some hostile thugs in an isolated box outside the map, but teleport them in after an objective is achieved and have them patrol the (previously safe) area. In basic terms, I can do that by triggering an atdm:teleport. The only problem with this is any props I attach via either bind or def_attach doesn't move with them. I expected with with the bind method (in my case, a note attached to the belt) and compensated with another atdm:teleport to move it too, though it was difficult to place it exactly where I wanted. But I don't understand why the def_attach method doesn't move the object with them. In particular, I wanted some of the thugs to be holding lanterns while they patrol. Adding the spawnargs to put lanterns in their hands results in the lanterns being left behind in their storage area when they teleport. Oddly, this doesn't seem to affect their weapons (which, afaik, are also given them via def_attach). Should I be using a different teleport method (ie. scripting) to make this work, or is there some other trick to it? Thanks if anybody can help with this.
  13. 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.
  14. I suppose I'd better. I'll see if I can reproduce it first, then file a report once I have a test map for it. Worth noting that weapons def_attach'd to AI as part of their default configuration survives teleportation intact, not sure if that's relevant.
  15. Late to the party here, but I just finished this mission and loved every second of it. First half was all about finding clues to the gold bar, but the second half was all about finding the entrance to the catacombs. Knowing the entrance was hidden somewhere while having no map clues really forced me to pay attention to every little note and journal to cobble together its most logical whereabouts. It felt very organic and not unfair. Few side jobs I never got to do, and some parts of the map I didn't fully explore, which is always a good thing. Excellent from start to finish and very rewarding figuring out its numerous puzzles.
  16. 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
  17. I'm talking about the little green ticks actually being on the download missions list, rather than just what you have installed. This small addition is proving to be a massive timesaver. It makes filtering new missions much easier but even better, I can delete all my old missions now and massively reduce the TDM folder size.
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  18. This is a problem that started out of the blue ca. two (or three?) years ago. At first I thought, there was maybe something broken with my Windows install, but after migrating to Linux, I see the same problem: I create a map with a leak (or defective portal) and save it (name, for example: m1) dmap , console shows leak when going back to DR for the pointfile, a message appears stating that there is no pointfile for this map then I save the map with a new name (m2) dmap again back to DR: then there is a pointfile Anyone has seen this problem as well and if so, is there a fix?
  19. As my custom assets work has increasingly shifted from models towards scripting, I'll open a new thread here to contain any scripts that I write which can be reused in other missions, starting with the A ) Presence Lamp This is a Lost City-style lamp that brightens and dims depending on the presence of the player or an AI. It fades between 2 colours and can trigger its targets whenever it switches fully on or off, so it should also be viable in various other situations. The standard setup consists of the following: - a trigger_multiple brush. The spawnarg "anyTouch" controls whether AIs, too, are able to activate it - a presence lamp, highly recommended with a colorme skin - one presence light, or any other light with appropriate spawnargs The targeting chain is trigger brush -> lamp -> light When the player or an AI stands in the trigger_multiple brush, the lamp switches on and starts a short timer. Subsequent triggers reset the timer. If the timer runs out because no one's standing in the trigger brush anymore, the lamp switches itself off. Notes - Multiple trigger brushes can target the same lamp, and one trigger brush can target multiple lamps. However, each presence lamp can only target one light, so if you want i.e. a bouncelight you'll need to hide an additional silent presence lamp somewhere and target it from the same trigger brush. - The lamp and the light use their own colour spawnargs respectively, since setting 0 0 0 on a lamp would make it appear pitch black. - Technically the trigger brush can be exchanged for anything else that triggers the lamp every 0.5s (this number can be changed via "update_interval" on the lamp), i.e. a trigger_timer. - This was originally named the proximity lamp and was one of many scripting jobs for The Painter's Wife. I've renamed it to "presence lamp" because the mapper may place the trigger brush(es) wherever he wishes: proximity to the lamp is not a factor. Credits go to Bikerdude for putting together the crystal lamp models. Download Presence Lamps - Google Drive Place or extract the .pk4 into your FM archive, then look up the presence lamp prefabs. If you already are using other custom scripts, remember to add the presence lamp's .script to your tdm_custom_scripts file. B ) Teledoor This is a Skyrim-style door which opens just a bit into a black_matt "void" before teleporting the player to a different area of the map, which may represent the other side of the door. This is used for connecting physically separated map areas with each other, such as when there's an exterior/interior split of a building or ship to allow for more mapping freedom. [Full Thread] C ) Mass Teleport This is a teleportation setup designed to seamlessly teleport the player and any moveables between two identical-looking areas. This allows the mapper to link 2 physically distant areas with each other while maintaining the illusion that they're connected. The teleportation zones should be free of AIs as they can't be teleported like this without their patrols breaking. [Post] D ) Automaton Station A station for Sotha's automatons (includes the automatons) which can be switched on and off by patrolling automatons. (Part of core assets as of 2.10) [Post] E ) Camgoyle A sentient turret originally made for the FM Written in Stone. It's based on the new security camera entity and augmented with scripting to allow it to fire magical projectiles at the enemies it detects. People are more than welcome to use it and to convert it into something else, such as a mechanical turret. [Post] [Download] F ) Audiograph The audiograph is an Inventor's Guild device for playing back recordings stored on spindles, which are small metal cylinders the player can pick up and store in his inventory. [Post] G ) Turret A new companion to security cameras familiar to Thief players. It will become active as soon as an enemy is detected by a targeted security camera, firing projectiles to fend off the intruders. Similar to the security camera and the camgoyle sentry, turrets are highly customisable in their behaviour and appearance. [Thread] G ) Fog Fade Dynamically change fog density depending on what location the player is in. [Thread]
  20. Maybe this would this do it? Seems like it would be pretty tedious if you had to do it for a bunch of AI though.. /** * Attach an entity to the AI. * Entity spawnArgs checked for attachments are: * "origin", "angles", and "joint". * These must be set prior to calling attach. **/ scriptEvent void attach( entity ent); https://wiki.thedarkmod.com/index.php?title=AI_Attachment_Ingame_Editing Alternatively, it might be simpler to have the AI already in position, but hidden at map start ( $AIGuard.hide(); ). Then show them when needed and trigger them to start their path. (edit) .hide() doesn't seem to work fort AI. You'd need to add a path_hide node to their route and path_waitfortrigger then path_show (edit again) actually path_hide / path_show and $AI.hide() / $AI.show() both work, but it depends on the AI type!
  21. Right now I'm just using spawnargs on the AI in the storage area outside the map, so they spawn with lanterns as normal/expected. The atdm:teleport just doesn't want to move them. If it were possible to add the lanterns post-teleport, that'd sidestep the issue. I just don't know if that's possible or not.
  22. I've added more comments about more games. I think I'm going to review everything I wrote to rewrite under this format Comments Design notes Positive points Negative points I've been dropping a lot of games. I'm playing games that I know are bad or average just to take notes about design. I have some ideas for the existing pages and one or two new articles. To cite one example: after playing doom 3 and being annoyed by how the screen violently turns away when you take damage. This made me notice how a small detail such as different sound effects, screen effects or filters which vary according to the type of damage or the intensity of it really make a difference in games. Doom 3, Gears 5, FEAR 3 are among the latest additions with a lot of text.
  23. There's now an editable fan mission list on the wiki, for the sake of tracking missions made for The Dark Mod. Please read and follow the guidelines, and help keep the list up to date! Direct link, but also accessible from the wiki title page: http://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod Discussion of changes (format, policies, entries, etc.) can take place in this thread. --------------------------------------- There is also now a wiki page to track upcoming fan missions: http://wiki.thedarkmod.com/index.php?title=Upcoming_Fan_Missions Submissions, progress, and any discussion for missions under construction can take place here: http://forums.thedarkmod.com/topic/11639-upcoming-fan-missions/
  24. I have a small speed build mission that I need a some custom voice lines for. many thanks.
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