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I'm happy to announce the release of my third FM: Year of the Rat. This is my first city hub map, focused primarily on story characters and environment. It's my most complex project to date, taking its fair share of effort to make which was a good learning experience. As an experiment I opted to use no scripts and rely solely on the default entities, as well as no custom assets apart from the map and splash screen hence the small pk4. It features a few special elements, such as factions that are hostile only when the player commits crime or a decoder lockpick used to open electronic doors. The beta testing thread can be found here, thank you everyone who helped find the most obvious problems. You play as a famous thief nicknamed Black Jack: A man who's pulled many crazy jobs in his life, only to be hired for an absurd and insulting task by an anonymous employer. The objective is pretty straightforward: Be kind to the mice and feed them some cheese! Your silly quest takes you to the Lantern Light district during the Lunar New Year celebration, a place where gangs and corrupt nobles do their dirty deeds together. What ulterior motives and unexpected twists could your adventure entail? While the most obvious problems were patched during beta testing, some issues can't be easily resolved due to the complexity of the entity setup and objectives, meaning you may encounter a few inconsistencies. Most notably surrounding AI, which may float above chairs and not react to alerts or oppositely send the whole map into a panic: This is mostly due to how the engine handles AI and alarms. The map is small since I wanted to add more detail without having to work on large areas, as such some places can feel cramped while the skybox may be visible up close. I'll be busy so further updates are unlikely unless I decide to add new content later... you're welcome to report any issues you encounter, but keep in mind that if something wasn't fixed it's likely known but difficult to address or due to engine functionality. Spoilers for objectives and secrets as follows: Download 1.2: Google Drive, Mega. Screenshots with minor spoilers for the various areas:
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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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So from my own personal experience, I recommend naming your map file (and the relevant files) something that uses three letters at least. I don't know why, but TDM doesn't like map file names with two letters or less, but only sometimes, so you're kind of playing with fire here. When I was working on A Good Neighbor, my map file was name was "gn.map" and for some reason, TDM just wouldn't accept my pk4 when I packaged it up. It took me way too long to realize that it was the short file name. I renamed it to "good.map" and voila! All of my packaging problems disappeared. and it seems like you have everything listed. If your map had a map script, then it would need to be "(whatever your map name is).script", but you don't have one so you're good to go there
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I have a strange situation in DarkRadiant where several map objects (mainly func_static and atdm: entities) have become untethered from their vertex origins. The objects themselves have all clustered around the center point of the map (0, 0, 0) but their vertex origin is still in its original spot. When I look at the entity properties window (screenshot included), the origin property still shows the correct position, but for some reason the entire distance between the proper origin position and the current position of the object is treated as the entire object. This has wreaked havoc on my map (and I foolishly did not keep an emergency backup) so I'll have to reposition them manually unless I can figure out how to undo this. To make matters worse, it happened suddenly while I was saving some other changes and I didn't notice until later, and now I can't simply Ctrl+Z undo it. I still have the origin data in the object properties, but I'm not sure why this happened, or how to revert it. Has this ever happened to anyone, and how badly screwed am I?
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Hi, so my FM's map file is currently just named "j.map" for quick command typing. However, as I prepare to pack up the mission to share with others, it seems cleaner to rename the map file to something a bit longer and more specific. To rename it I think I just need to do the following: 1. Change name of j.map (obviously). 2. Change name of j.xd to the same new name. 3. Within that xd file, correct the path "maps/j/mission_briefing" for the briefing data to reflect the new name. 4. Edit startingmap.txt to replace j with the new name. 5. Dmap, test, then eventually clear out previous files from the maps folder. Is that all that should be needed? Or maybe I'm missing something? Thought I'd ask now instead of barreling ahead and having to fix something later. Here are screenshots of the folders if it helps (in spoiler): (I also want to rename the jump_training folder to something else before packing and sharing, but as far as I can tell that shouldn't be an issue at this stage.)
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[edit]Please note that this version of Return to the City has been superseded by an expanded and significantly performance-optimised rerelease, available here. However, I'd appreciate if some of these download links were left around so people can check out the original version if they wish.[/edit] Hello, Taffers! My FM for the Grand Christmas FM Contest, Return to the City, has been completed and available at TTLG (updated Hammers-into-Builders version) www.darklurker.com (updated Hammers-into-Builders version) www.uploading.com (Hammers-into-Builders update) www.mediafire.com (Hammers-into-Builders update) www.mediafire.com (second link - thanks, Vexd) (Hammers-into-Builders update) www.sharebee.com (thanks, Chiron!) (Hammers-into-Builders update) Have fun, and please read the release notes, below! (Especially point 1) Last but definitely not least, thanks are due to my beta testers, who have been very helpful in finding and fixing the bugs that have cropped up, as well as everyone on the TDM forums for their help and support. Thank you! Series information: All of my missions except Unbidden Guest (TMA) take place in a common setting and involve the same protagonist, although under different aliases - Talbot, Messer Johannes, Philby and others. None of them require previous knowledge of previous FMs, but there are common elements and a degree of continuity. The missions, in current order, are: Prowler of the Dark (TDP/Gold) (S): liberate a skull of paganic enchantment from an abandoned church, which is kept sealed and guarded by the Builders.Return to the City (The Dark Mod) (M): plunder the other side of the Builder complex to steal a pack of explosives. Patrols have been heightened because of the recent break-in. (This mission connects to the previous along the North/South axis - too bad I didn't have the time to let you revisit some old areas) (You are here!)Fiasco at Fauchard Street (The Dark Mod) (M): steal a collection of opals from the house of a wealthy usurer.Bad Debts (TMA) (XL): fallen on hard times, you take a job from a diminutive snitch to steal his letter of debt from Markus, a pawnshop owner/usurer (looks like a common theme). Rooftop extravaganza.Disorientation (TMA) (XL): following the events in the previous mission, you attract the unwanted attentions of Lady Azamlarg, district warden and judge, and have to break into her palace to deter her from further assassination attempts. More rooftops and conspiracies.
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I think it would be smart to go ahead and start a "Newbie thread" that covers all newbie questions in one place, as with the TDS Forum. It doesn't have to be this one, just for future reference. Aaanyway, I was going through the A-Z Tutorial, and right about the time you make the pool of water, I fixed some leaks, thought I got them all. Now it won't Dmap again, but when I hit Pointfile, it says "Could not open pointfile: E:/games/ ... /TutorialMap.lin" I don't know why since it's been working up to now. So if I have a leak I can't find it, but it's troubling just that Pointfile suddenly, inexplicably doesn't open! There isn't any ".lin" file either; not sure what happened to it. Any ideas? Edit: I started a map from scratch and Pointfile didn't show up again. So whatever it is, it isn't something I messed up in that first map, but a general problem I'm having with DR. Edit2: But it does Dmap and Map just fine, so that's ok.
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Fan Mission: The Accountant 2: New In Town by Goldwell (2016/05/09)
chakkman replied to Goldwell's topic in Fan Missions
If I recall correctly, Goldwell wrote in these forums once that he was working on a successor, but, ran into some technical trouble he couldn't solve when designing the mission. I think he's currently working on multiple parts of the Shadows of Northdale series. And, if I'm not mistaken, a little bird (on another forum) told that Act 3 is already in beta. -
We know. There is already a support topic for that. https://forums.thedarkmod.com/index.php?/topic/22533-tdm-for-diii4a-support-topic/ And earlier: https://forums.thedarkmod.com/index.php?/topic/16672-trying-to-run-tdm-on-android/ And other systems: https://wiki.thedarkmod.com/index.php?title=Installer_and_Manual_Installation#Other_Systems
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Author Note: Thank you for downloading and playing the sequel to The Accountant 1: Thieves and Heirs this FM picks up right from where we left off in accountant 1. This is the second part in my three part series following Corbin on his journey to discover who and what the accountant is. This mission is a little different to what you may expect from a Thief mission but still has plenty of classic Thief moments as well. This is the largest mission I have ever built with an average play through lasting between 2 - 3 hours. A few aspects in game are different to what you may expect as well and those are: - Candles are pinchable (frob to put out instead of pickup) - Food has been hot fixed so now it heals you for 10 health points when eaten - Doors that are missing handles means you cannot enter that room/building - All secrets can be found before you enter the sewers As a little piece of fun trivia there is a small cameo in my mission from a very special guest. He is a longtime voice actor in the industry and you may know him from roles such as Deckard Cain in Diablo, Captain Price in Call of Duty, Elder Lyons in Fallout 3, or just about any Nordic character in Skyrim. In addition to all of the fantastic people who have helped me along the way I have personally spent a lot of time, effort and energy devoted to bringing this out to you all so I hope you can enjoy the fruits of my labor and have fun! File size: 358 mb
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half-life has been on android for some time with xash3d and even webgl, granted that engine is nothing as resource hungry as the idtech 4 engine but still . but yeah i would have major problems playing on such a small screen myself
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Fan Mission: Return to the City by Melan (2010/01/10)
datiswous replied to Melan's topic in Fan Missions
Well after playing both maybe v2 is slightly better. Although because v2 looks quite different in some areas, maybe it's for preservation sake good to place the original v1 map inside the v2 mission? Although there are two small but quite visual bugs in that v1 map. -
Fan Mission: Return to the City by Melan (2010/01/10)
datiswous replied to Melan's topic in Fan Missions
Here a fix for above 2 mission bugs. Just plonk the file in the fm folder. No unzip needed. Fixes: Fixes missing window texture and a missing particle effect. No changes made to map files and (existing) textures. Window texture: Used material still present in old TDM version. The dds texture is present in core tdm. Couldn't find missing particle effect so used the one from newer version of mission. 2fixes_return_to_the_city.pk4 -
I'll probably try Thief 3 for the first time in forever after snobel finishes making a Linux version of Sneaky Upgrade. https://www.ttlg.com/forums/showthread.php?t=138607&page=82 https://www.ttlg.com/forums/showthread.php?t=153010
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Darkradiant feature request (or idea): Add a button "Make efx file from info_locations". When you click it, it creates an efx formatted file with all the in the map existing info_locations and safes it automatically in an efxs folder in your fm folder. So then you only have to add the relevant presets for all the info locations. Maybe something for a Python script?
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Well, you were part of the discussion. The reason for the precedence choice was to support dynamic EFX in the future: https://forums.thedarkmod.com/index.php?/topic/21797-efx-preset-spawnarg-for-location-entities/#findComment-495076 I'm sorry this change somehow ruined your experience. If you find the tedious practice of using the EFX files more 'confiniant', feel free to do so, they are still supported after all.
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============== -= IRIS =- ============== WELLINGTONCRAB TDM v 2.11 REQ Ver. 1.3 *For Maureen* -=- "Carry the light of the Builder, Brother. Unto its end." -Valediction of the Devoted "What year is this? Am I dreaming?" -Plea of the Thief Dear Iris, I am old and broken. When we were young it felt like the words came easily. Now I find the ink has long dried on the pen and I'm as wanting for words as coin in my purse. I can tell we are nearing the end of the tale; time enough for one more job before the curtain call... ============== -Installation- Requires minimum version of TDM 2.11 **Dev build dev17056-10800 (2.13) fixes several visual effects which have been broken in the mission since the release of 2.11. For that reason playing with that version or later is currently recommended** -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* *Support TDM by rating missions on Thief Guild: https://www.thiefguild.com/* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL * KLATREMUS - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
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That kind of sounds like the issue described here: https://forums.thedarkmod.com/index.php?/topic/23024-strange-behaviour-in-darkradiant-certain-map-objects-untethered-from-vertex-origin/ A couple of us have experienced it but we're not sure what's causing it. In your case do the origins end up at 0,0,0?
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Nowhere near what a mid range desktop PC or notebook can do though. And, apart from the touch controls, the big issue for me would be the small screen. I never liked to play on handheld devices.
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Announcing the release of “A House of Locked Secrets” for The Dark Mod! Download Download the latest version of the Dark Mod here: http://www.thedarkmod.com/download-the-mod/ Download the mission here: Mediafire: http://www.mediafire.com/download/4awe6e756m12p71/ahouseoflockedsecrets.pk4 Southquarter: http://www.southquarter.com/tdm/fms/ahouseoflockedsecrets.pk4Taaki: http://darkmod.taaaki.za.net/fms/ahouseoflockedsecrets.pk4Fidcal.com: http://www.fidcal.com/darkuser/missions/ahouseoflockedsecrets.pk4 The mission should also shortly be up on the in-game downloader. General Notes -A House of Locked Secrets is a campaign, with two levels. -The mission is also a sequel to the Dark Mod FM “Requiem”. While you don’t need to have played Requiem to enjoy this mission, it is recommended, as it will help you better understand the lore of this corner of the TDM universe. -There is a companion novella to this series, Shadowcursed, available at Amazon.com or Smashwords.com. If you beat this FM, you can get a coupon code for 50% off the price! -The map you get of the manor is an automap which tells you which room you are currently in. Use it, along with the compass to help find your way. -Most inventory items in the game can be dropped, so no need to carry them around after they are no longer of any use. -If you use noclip or other console commands while playing, there is a good chance that you will break the intended flow of gameplay. Credits Mapping and Readables: Gelo R. Fleisher Voice Acting: Amber Collins, Bikerdude, Commander, Goldwell, Mortem Desino Additional scripting: Obsttorte, SteveL Additional textures and assets: Bikerdude, Crowind, Fidcal, Flanders, Goldwell, Grayman, Kyyrma, Melan, Nielsen, Sotha, Springheel Additional map optimization: Bikerdude Custom Soundtrack: Sarah Eide - www.saraheide.com Additional Music: cmusounddesign, Gigagooga, Lee Rosevere, Leonardo Badinella, Marianne Lihannah, NewEonOrchestra, Sarah Eide, Tabias Scot, Zoro. Additional Sounds: club20sound, ERH, geoneo0, Grayman, kevinkace, nothayama, qubodup, SoundsExciting, speedygonzo, swiftoid, viznoman. Testers: Airship Ballet, AluminumHaste, Baal, Bikerdude, Deadlove, demagogue, Diego, Dunedain19, gnartsch, Goldwell, Lowenz, Lux, nbohr1more, Oldjim, PranQster, SteveL, Xarg A note from the author After a lot of work ‘A House of Locked Secrets’ is finally ready for everyone to play. More than anything else, this FM was a team project. If the official TDM campaign never gets released, you might consider this to be the unofficial one, as almost everybody on the core TDM team lent a hand toward its completion. Of the many contributors, I especially want to thank SteveL whose custom code turned what was just an idea in my head into the FM you now get to play. I also want to thank Bikerdude, who performed a lot of optimization work on the map, and Goldwell whose voice brought to life many of the mission’s characters. If you like the music in the FM, check out the work of Sarah Eide (www.saraheide.com) who composed most of the custom soundtrack. Also, Marianne Lihannah makes a return from Requiem with a few songs, so check out her work too (www.funeralsinger.net). They'd both love to hear from you, so if you liked their music, let them know! On a personal note, I hope that this FM will give you a few hours of enjoyment, and if it does, feel free to drop me a line either in this forum thread, my work blog, or via email. In the future, other writing and game projects seem set to take up a lot of my time, so I give permission for anyone (preferably the TDM team) to update both Requiem and A House of Locked Secrets to fix any bugs or compatibility issues. I just ask that fixes be limited to correcting for glitches or for issues that come up due to future TDM releases. I do give permission for people to make visual & gameplay changes too but ask that you release these changes in a separate version than my release, and I ask that you make no changes to the story, readables, and plot. With that all out of the way, I want to thank you again for downloading and playing ‘A House of Locked Secrets’; I hope you enjoy it. God bless, Gelo “Moonbo” Fleisher
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I had an idea... but I don't have a plan. New Volumes of Virtual Rooms must be the result of a collaborative community effort. We have to figure out everything: rules, content, plot, presentation... and we have to figure it out together. I am not the director or supervisor of this project. I can act as a coordinator during the initial stages but consider me as simply another member. Anyone is free to volunteer for any role. VIRTUAL ROOMS VOL.2 (ALPHA) Whenever there is new content new alpha versions will be made available and the good news is that the first alpha is already here! Member @thebigh quickly figured it all out on his own and he already created the very first room for Vol.2: Thaumaturgy! Please note Vol.2 is not available in the in-game downloader. It will be uploaded to the official repository only when the project is complete. Manual install instructions: Download the alpha from here Create the folder "fms/vr_vol2" and place the pk4 there Launch the game and look for Virtual Rooms Vol.2 (alpha) Room names: DISCUSSION What do we want Virtual Rooms to be? I propose we start with a basic set of Questions & Answers and let it grow from there. Can you help improving these Q&A? What is a Virtual Room? [Provisional] A Virtual Room is the container of an idea or an experiment. Anything that doesn't fit in a more serious project can have its home in the form of a Virtual Room. A Virtual Room can be large or small, simple or elaborated, short or long. Are there any rules? [Provisional] Yes, we want to have a cohering experience and for that we need a consistent set of main objectives. To keep things simple yet interesting the current main rules are: While having AI is not required being seen by AI is an instant failure There must be at least one optional piece of loot in the map The player must reach an exit point to complete the room Each room (map) can have its own set of scripts, textures, materials, sounds... As long as the main rules are respected, you are free to do what you please. Can I have extra objectives in my room? [Provisional] Yes but think how you will let players know about them. Do I have to adhere to a particular aesthetics? [Provisional] No, you do what you want. You can opt for a blocky design or you can go with your own style. How do I submit a room? [Provisional] Upload it somewhere and announce it publicly. Somebody will eventually include it in the next Alpha. Can I revisit the room I submitted? [Provisional] Yes, of course. As many times as you want or need. It is your room after all. In what order are rooms arranged? [Provisional] "First come, first served". When we have a good number of rooms we can see if authors agree to different arrangements for a linear or cohesive experience, if such thing is even possible considering the different sources. Will I be credited for my room? [Provisional] Yes by default but you can opt out. Authors will be listed in the release page, in a readme, and we can probably add something in the briefing or debriefing. Is there a tutorial on "how to create a room"? Yes, check the next post. Discuss!
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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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Hi, I'm mainly using dark radiant for Doom 3 mapping, and it's working great, however sometimes just at random it would seem like the DR-feature for grouping adds (right click group) another brush or entity into the group. Not sure what triggers it, but I can come back to something, and the origin is suddenly half across the map because something else is included. So I'm running the risk of mistakenly removing or moving something without even noticing it, making me stare more at the origin than before as soon as I select something. At first, I was just sure I was the cause of it, like forgetting to unselect something, but it happens occasionally and now when I moved to a new computer it seems like the grouping is completely messed up. I made sure to move the entire dir of files where the .map file is, but I don't know, most groupings now are half done or include things half across the map. I'm just curious if anyone else uses this feature extensively and have encountered or experienced anything similar? Just an observation.
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Announcing the next installment of 'The Lieutenant' series: High Expectations! Never heard of this series before? That's because I just made it up. Actually, it continues on from my previous FM, In Plain Sight. You don't need to have played In Plain Sight before, but there are some references to it in the readables that might not make sense if you haven't (some of which will be spoiler-ish). "Follow the Lieutenant on his next mission to the City of Highborough" Mission Type: City Missions Beta Testers (thank you all!!! @wesp5 @Acolytesix @Shadow @Cambridge Spy @AluminumHaste @jaxa @thebigh @joebarnin @Mezla @snatcher @datiswous Extra credit goes to @Mezla for providing the idea behind one of the objectives! Notes: TDM 2.11 required You can explore most of the map from the start of the mission, but if you find yourself getting a bit lost or unfocused, just concentrate on the main objective Your objectives will become visible after you read your briefing in your inventory The map does not contain any secrets The only difference in the difficulties is the (optional) loot goal This mission has some replay potential built-in. Explanation below, but I suggest you read this only after your first playthrough: Spoiler warning!: Download links (v1.4): Proton Drive: https://drive.proton.me/urls/ZDTKN6DDM4#8Re0CpARxcbc Github: https://github.com/FrostSalamander/fsx/releases/download/1.4/highex.pk4 Screenshots: https://flic.kr/s/aHBqjAB8qt Known Issues it appears that to some players keys bound to AI are unfrobable. I don't have a solution as I've never been able to reproduce it. As a mitigation, for these doors you can either lockpick them or an alternate key will be available. Other hints Atkinson/Burns objective This objective is more about rewarding the 'explorer' types. It's optional and requires you to find a lot of stuff to piece together the whole story of what happened. Most of these are not really 'hidden', but rather require a visit to most of the accessible areas of the map. If you have given up searching, then: Hotel Safe Combination hint: spoiler: What's going on with Brother Gregory? If this isn't clear, then read on: There's a wooden door in the prison that I can't open... hint: spoiler:
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Mod that polishes several sound aspects that affect the gameplay. 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/v1.0/Sound Polish Mod v1.0.7z The mod comes in three versions: x_sound_polish_mod.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_sound_polish_mod_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_sound_polish_mod_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. 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. 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. 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. Credits & 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).