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  1. "Dame Fortune is a fickle mistress. Every time she opens a door, she throws a brick through your window..." I'm happy to announce that my second FM, "The Last Night on Crookshank Lane", is now available on the Mission Database: https://www.thedarkmod.com/missiondetails/?internalName=crookshank Backup download is also available here: https://share.anon-kenkai.com/crookshank.pk4 Big thanks to @Airship-Ballet, @wesp5, @JackFarmer, @taffernicus, @Bergante for beta testing and feedback. Special thanks to @datiswous for generously providing in-mission subtitles. This is a much bigger and more ambitious FM than my first attempt, and it ended up taking a year and a half to complete. It was also a very educational lesson in the importance of proper map optimization. It's a sort of soft-sequel to "The Threepenny Revue", but not part of a series per se, and can be played as a standalone mission. I took inspiration from FMs like "The Painter's Wife" in TDM, and "The Sound of a Burrick in a Room" from Thief Gold, and although I'd never put myself in the same league as either, I was always impressed by their size, scope, and detail. City exploration FMs have always been my favorite, and those maps and others like them inspired me to take a crack at something similar. Enoy!
  2. ttlg seems to down again at least for me I tried different forums but got same message that there is a problem connecting to site!
  3. There are currently nearly 200 missions to the game. That's a lot. So I made a list of the ones you shouldn't miss. If you're a beginner, do not start with the best missions. Play a few others first to learn how the game and controls work, and how you can use some items to interact with objects on the map. You will appreciate them more that way. Tastes vary. My subjective assessment is based on how enthusiastic and interested I was during the mission. Generally, I appreciate the unusual circumstances. If I felt lost too many times or needed hints to solve the plot, those were clear disadvantages. I don't like the needle in the haystack type elements. (Secrets are fine.) The list isn't a quality line. I don't want to add precise ratings, that's not the point. I have a message for those whose missions didn't end up here: Don't worry. Others may judge differently. In any case, some missions may be added here with some editing. A few didn't make it here only because of the obscure wording in the descriptions of objectives. Give me tips if you think something is missing from the list. 200 missions are a lot, I might have skipped some gems. BEST MISSIONS -A House of Locked Secrets: Very funny, diverse and memorable, sometimes nonsensical. The best mission. 4 hrs -Seeking Lady Leicester: It's probably the second best mission, but I won't argue with anyone who ranks it first. Knowing how to rotate items is essential to play this mission (middle mouse button). 6 hrs -Volta 2, Cauldron of the Gods 2.5 hrs -Volta 3: Gemcutter 3 hrs -Penny Dreadful 1: The grail of regrets 1.5-2 hrs -Penny Dreadful 2: All the way up 3 hrs -The Painter's Wife: A monumental mission. The size doesn't mean this is the best one. -Hazard Pay 2 hrs -Now and Then 5.5 hrs -Black Mage 3 hrs -Requiem: The mission is excellent and imaginative. But it's painfully difficult to move without being noticed at certain points. 4 hrs -Crucible of Omens: Behind closed doors: Excellent mission, the only problem is that it's difficult to navigate between the different parts, and it's hard to find your way back to places. Having a route back to the first part, which could be opened from the later part of the map, would have helped the flow. 5 hrs RECOMMENDED MISSIONS -Iris I hesitated a lot whether to put this in the list of best missions. But the first part of the mission offers so many options, it's rather a caricature of the genre. And the environment isn't very good either. Less would have been more. The second part of the mission is much better. I appreciate the innovative element. 7 hrs -Chronicles of Skulduggery 0: To Catch a Thief -Chronicles of Skulduggery 2: A Precarious Position 2.5 hrs -Chronicles of Skulduggery 3: Sacricide: Good, traditional mission but the story is too black and white. -No Honor Among Thieves: The end isn't satisfying, but otherwise this is a good mission chain. 5.5 hrs -Shadows of Northdale act 2. 3 hrs -The Last Night on Crookshank Lane 4 hrs -Penny Dreadful 3 -Mother Rose Funny. It's not for beginners! 40 min -A Score to Settle -Sir Talbot's Collateral -Talbot 2: Return to the City 1.5 hrs -Talbot 3: Fiasco at Fauchard street 1.5 hrs -Thomas Porter 1, Knighton Manor: Good jokes. -Thomas Porter 2, The Beleaguered Fence -Thomas Porter 3, Glenham Tower -King of Diamonds -Accountant 2: The code is good. -Golden Skull: 30 min -Vengeance for a Thief 1-3 -The Factory Heist -A Good Neighbor -Snowed Inn -Langhorne Lodge -Heart of Saint Mattis 3-4 hrs -Perilous Refuge 2.5 hrs -The Hare in the Snare: Part 1 -Rightful Property -Alberic's Curse 1.5 hrs -A Night in Altham: A strange mission. 9 hrs -By the Cookbook 1 hour -Wizard's Treasure 1 hour -A Night to Remember 1.5 hrs -Lord Edgars Bathhouse 1.5 hrs -Last Offering: How much you enjoy it depends largely on what equipment you choose at the beginning. 1 hour -The Rift: Quite cool, but the music isn't on the ambient channel so it's not possible to make it quiet. 1 hour -Briarwood Cathedral 1.5 hrs -The Threepenny Revue: 45 min -Mission of Mercy 1 hour
  4. Yes, that is correct. The generator is in an off state at map start, so the first arrow would be Fire (generator on), but otherwise this is the situation I'm aiming at.
  5. Oof.. can't believe I missed that. I'll consider an updated version at some point, I'm elbows deep in a new map right now.
  6. 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.
  7. I didn't respond because I thought others would bring this up. The Blow/ignite only works for small flames, like candles. Torches can't be blown out. So you would probably see FM authors using candles less and less to counter this. Whistle doesn't always work. AI will be alerted, but stay their ground and not venture toward you. It's rare but it happens. I would guess that is deliberate programming by the Authors to "ignore" the whistling mod (if that's possible). So THAT might be happening more and more frequently as new mods are introduced and FM Authors respond accordingly.
  8. Hello! To celebrate 15 years of TDM, and because so amazing missions have been made in my absence, I felt compelled to made a small mission for everyone to enjoy: The Last Offering! Mission briefing: Build time: roughly 30 h darkradiant time during october-november 2024. AI has been used for initial mission brainstorming, proofreading and polishing readables. Thanks: *Whole TDM community for everything. *Betatesters: thebigh, datiswous, Shadow Other: I challenge you to play this short mission without saving or loading! The player gets plenty of gold for gear: buy a good thieving kit and enjoy the mission without saving! It is quite possible it is more exciting that way. Let me know what you think replying to this thread: I'd love to hear about your experiences and opinions. Enjoy, and I hope you have as fun playing as I had making this! Download link: https://drive.google.com/file/d/1HthqgoeBKf7kgYTRm5ice5t31_90_PRu/view?usp=drive_link
  9. A virulent and deadly illness afflicts the children of Bridgeport. One brilliant but greedy physician can treat the disease, for an extortionate fee. Burgle his house for the cure your daughter needs. Hello sneaksies! I'm happy to announce my new mission. A sequel to my first map, The Factory Heist, this is a smallish mansion heist that's turned out to be somewhat tricky, and I hope you enjoy uncovering the house's hidden secret! Promotional pictures here. Big thanks to my beta testers: datiswous, madtaffer, acolytesix, and wellingtoncrab. Without their input the level would be an unbalanced mess. V1.01 available in the mission downloader.
  10. ============== -= 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:
  11. The Problem Readables are available in a wide range of TDM bitmap fonts. Unfortunately, the majority of these fonts lack non-ASCII glyphs for European languages, and it would be a prohibitively lengthy task to craft them. This is one of several translation hurdles. (Another is soliciting, organizing, and distributing the work of human translators; see “AI for Translations: An Exploration” for work on an alternative. This also promotes the use of meaningful alphanumeric #str_ IDs - possibly automatically generated – instead of traditional numeric.) A Proposed Solution Suppose that when a particular page of readable is shown, it is shown first is English, with the mapper-specified font (e.g., Camberic), and then, after a number of seconds, shown in the current user-selected language, with a different font (e.g., Stone), one that offers the needed diacritics? And with the translated font size scaled down to accommodate potentially more-lengthy translated strings? Both the English and translated text can be viewed in sequence. That opens the door to “quick and dirty” default translations, e.g., machine translation. In particular, the reader may sometimes be able to work-around any layout problems and sub-optimal translation by consulting the English text. (Nevertheless, default translations may sometimes miss subtle nuanced hints, so the ability to improve them with tweaked text is a necessity.) The Proposed Mechanics Recall that the game engine currently passes these values to a readable’s gui: gui::title gui::body With a multipage readables, the content of these parameters changes as pages are flipped. For clarity, it is proposed to replace them with: gui::titleEnglish gui::bodyEnglish gui::titleTranslated gui::bodyTranslated The latter 2 would be just like gui::title and gui::body, except that they would serve empty strings when the current language is English or there is no translation available in the current language (and so be used for gui code program logic, to suppress a transition). Observe that this behavior does not substitute an English string for a missing non-English string. Skip the remainder of this section if details are not of interest. Each stock readable .gui would need a one-time conversion to use them. Instead of the traditional 2 winDef overlays for text, there would be 4, corresponding to the 4 text-passing parameters just mentioned. This allows the translated text to fade in while the English text fades out, when an onTime event starts the transition (at 2 seconds in this example). Here is the fragment of .gui code that has been altered: Aspects of this Design – Transition from English The transition is timed, so no extra “Translate” button is shown, nor a hard-to-come-by hot key required. If you want to see the English again, you would briefly navigate away from the page to another, then return; or, if a single-page, close and re-open it. A simple implementation (as the code above and example below) uses a fixed, hard-coded time. Alternative Mechanism. At some cost to code clarity, it is probably possible to get by with just the 2 normal text-passing parameters (gui::title and gui::body) and their traditional 2 overlays, though additional variable(s) would be needed for tight time-synchronization between engine and gui; and overlapping fade-in/fade-out between English and translation would not be possible. Advanced Version. In the longer term, timing could be made more flexible, by passing it as parameter from the engine, e.g.: “gui::transitionTime” Where does this value come from? While it could somehow encoded into the .xd file by the mapper, I prefer a different approach. Have the engine calculate it from character or word count of the body, with user-specified globals for reading rate and min and max bounds, e.g.: sys_readablesWordsPerSecTransTime sys_readablesMinTransTime sys_readablesMaxTransTime A drawback of a timed transition is that additional reading time is needed to get to the translations, which may, with immobile readables, increase risk of discovery by guards. So having these additional user controls would let a user get to the translations faster, even skip the English entirely by setting bounds to zero. A Simulated Example – FM “readableTranslationFadeIn” In the absence of engine support for the 4 text-passing parameters, it is still possible to make an approximately-functional mockup using some hard coding. However, this prototype DOES NOT suppress the transition when the current language is English. That is, it shows (rather than prevents) an English-to-English transition with change of font & font-scale. TDM with the languages set to “Francais” (French). The first screen shot shows page 1 of a 3-page scroll, momentarily displayed in English with Camberic title and body. After a few seconds, it transitions to the second screen shot, in French in Stone font. With accents. While shown here as a scroll, this approach should be easily adaptable to books and sheets. About the Example’s Implementation The screen shots are from a prototype FM: readableTranslationFadeIn Notable files are: guis/readables/scrolls/scroll_calig_camberic.gui, a custom override of the standard Camberic scroll readable, with the translation transition mechanism from above, plus additional simulation fakery described below. strings/all.lang, a UTF-8 file containing 6 #str_ (2 per scroll page – title & body) in each language section. Only the [English] and [French] sections were implemented. The English example content was loosely derived from the St. Lucia FM. The English text (without #str_ structuring) was manually converted to UTF-8 French using Google Translate (website, not API). strings/english.lang & french.lang. These were generated from all.lang using my gen_lang_plus program to create the 8-bit “ANSI” versions as required, e.g., ISO-8859-15 encoding for French. xdata/readableTranslationFadeIn.xd, that contains the #str_IDs for the 3 scroll pages. Within scroll_calig_camberic, this simulation had this fakery: “gui::title” and “gui::body” were stand-ins for hypothetical parameters “gui::titleTranslated” and “gui::bodyTranslated”; The English text was hard-coded, and the appropriate content selected by actual parameter “gui::curPage”, to make up for missing hypothetical parameters “gui::titleEnglish” and “gui::bodyEnglish”. The READABLE_FADE_TIME is currently set to 2 seconds for testing. Probably 5-6 seconds would be better during game play. Aspects of the Design – Font Scaling As mentioned earlier, the translated font is scaled to make the text smaller than the original, to accommodate languages that need more room. A simple implementation (like in the example code) uses fixed values with “textscale”. So the textscale for the two Translated winDef overlays is smaller than for the 2 English winDef overlays. Specifically, in the example GUI code, the text scaling factors from the original Camberic readable were retained: textscale 0.4 // titleEnglish textscale 0.31 // bodyEnglish and supplemented by (with a different font, namely Stone): textscale 0.33 // titleTranslated textscale 0.24 // bodyTranslated The goal is to keep the rendered text smaller than the original English rendering for languages with more characters per sentence. These values, while hard-coded, will differ across readables (due to different starting fonts), and would need to be experimentally determined. But this treatment, with just a fixed scaling value that is independent of both text content and current language, is unlikely to be very satisfactory. Better ideas, needing additional engine modifications, will be considered in a follow-on post. Additional Considerations When Authoring the XD File. Recall that TDM is relatively inflexible when using #str_ within an .xd file. So this form will not work: "page1_body" : { "" "" "#str_fm_scroll_camberic_pg1_body_parish_inspection_excerpts" } Instead use "page1_body" : "#str_fm_scroll_camberic_pg1_body_parish_inspection_excerpts" With the 2 leading linebreaks moved into the #str content as leading \n\n. When Testing. If there is a mismatch between the TDM Language setting and the PC’s language setting (e.g., under Windows), then some characters may turn out wrong or indicated as missing (e.g., as boxes). The degree will vary by language, and is unlikely to be seen in the initial English render (because that’s almost all in ASCII, common to all the ISO encodings.) Even with such mismatches, the translation can be reviewed as to overall length and where linebreaks occur. Be aware that direct editing of *.lang files is not recommended, and could risk converting from a particular “ANSI” raw 8-bit encoding into “UTF-8”. Applying this Technique More Broadly. A few fonts have oddball glyphs for certain characters, e.g., a skull and crossbones in Treasure Map. This would require special handling during translation. For Briefings, Objectives, and Messages, similar approaches can be conceived. However, for each of these (and different from readables), only one particular font is routinely offered. And there are alternative designs to be considered. For instance, the English and Translated text could be shown simultaneously side-by-side in various ways, instead of sequentially. The Objectives have the additional complication that the font size is already user-adjustable.
  12. Upon opening a map I have been working on, I am missing some of the ase models like shelves, stairs, door handles etc. They load within the game fine but all I see in DR is question marks on a small box. What is the fix?
  13. 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:
  14. I tried to post on TTLG Forums first, but despite registering i am still unable to make new posts so i asked elsewhere. Meanwhile I figured the problem by simply scaling down cutscenes resolution. My native screen resolution is 1280x800 and cutscenes in that format work well. Sorry for any double posting or using wrong forums for posting my question. Thank you for all the replies and help so far.
  15. I can more or less reproduce the OP's behaviour if I use 'start mission' rather than executing the map command from the console. This won't work if there's no startingmap.txt file telling TDM the name of the map. As others have implied the surefire way to make this work is to do it all from the TDM console. If your map file is called m1.map then you should enter dmap m1 If that is returns success then enter map m1 It should show the default TDM map loading screen and then the usual "Press 'Attack' to start mission" message.
  16. In DarkRadiant Go to File -> Game/Project Setup and make sure the map you're working on is selected. If you're working on one mission and open a map from another mission, DR won't be looking in the correct directory for all your custom assets.
  17. @Taffingtaffer@snatcher Feel free to use the sounds in your own mods / packs if you like. I guess I won't be able to do more sounds or review the current ones in my pack in the near future. I still use them as a personal mod when playing TDM but you're free to surprise me with an updated more quality sound pack!
  18. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  19. @jaxa Its 1800s I think, I'm just using that mansion as the size of mansion I am asking for in an FM.... IRIS map size but all Stately Manor with some steam punk genre.
  20. v0.9 after some serious testing. No comments on player footsteps audio. I hardly notice anything? I mean, it is absolutely great to know somebody took the time to run an in-depth assessment and we ended up with a consolidated sound-set based on a single view instead of having a mix from many different authors and backgrounds so please, take this positively. Job done, I would say. My only gripes in the sound department had to do with metal landings and water sound volumes and @Daft Mugi already addressed these in a previous TDM version and despite me still don't liking player water sounds I acknowledge all core sounds are acceptable at this time. No comments on player footsteps propagation. I guess I will need more time to see if I detect anything. Did propagation increase? Did propagation decrease? No idea. Again, take it positively. Now, when it comes to AI sounds, this took me by surprise. I launched the missions I normally use for testing (simply to make sure I am familiar with how some areas sound) and wow! It definitively is different now. I can hear them from far, far away! Is this a good thing or bad thing? I have no idea but I kind of like it? It is very difficult for me to tell because this feels like a drastic change with implications to me. I need time to adjust, reflect and comment further. This is the feedback I can provide today, sorry if it is disappointing in any way.
  21. Hehe for my part it came with me being a certified radio technician. I fixed my first casette player at age 5 so the interrest was there from an early age. In my teens i started dabbling in shortwave communication and also listened to stellar phenomena like pulsars. I allways wanted to be a pilot or working for nasa but due to a small eyesight problem (my right eye has minor problems distinguishing between red and green) i could not become a pilot. And due to some slight physical problems i could not join the millitary. Tbh it was kinda bullshit as it newer impacted my performance. So i became a radio tech since it made sense. I allways had a broad interrest sphere in the tech branches. I sold my equipment back in 2005 though which i kinda regret now. Ham radios arent all that hard to operate and pretty fun and they can be used for all kinds of stuff besides communicating, like mentioned with stellar phenomena. There are some pretty good books on operating one out there.
  22. Main post updated with the new version and changelog. I intended to avoid modifying sound files to increase their loudness, but idTech4 doesn't seem to care about ReplayGain tags...
  23. Well there's these missions: https://www.thedarkmod.com/missiondetails/?internalName=ahouseoflockedsecrets (second map) https://www.thedarkmod.com/missiondetails/?internalName=blackgrove And maybe: https://www.thedarkmod.com/missiondetails/?internalName=ws1_north
  24. 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]
  25. 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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