Search the Community
Searched results for '/tags/forums/use' or tags 'forums/useq=/tags/forums/use&'.
-
the dev of the dcotepatch actually managed to recreate the script engine source code from the debug files on the cd. you can also modify running speed and jump height with the patch as well as sanity thresholds to make it a little less painfull to play. i use an old tool to patch the game executable to limit cores to 4 since it has problems with todays multicore processors (also needed with the gog version if you have a cpu with more than 4 cores) the gog version is limited to 60 fps cause unlimited breaks multiple sequences like attack of the fishmen so you cannot escape when they break down the door to your room. there was an old bug with shaders that caused raindrops to look like diamonds on ATI/AMD cards. this was also fixed by the gog version as well as the invisible sorcerer bug in dangerous voyage. if you encounter stuttering while moving it is caused by mouse polling acting up (many old games from back then had the same problem on modern machines "F.E.A.R feks.). there is a directinput wrapper on the pc gaming wiki that fixes this though it is for F.E.A.R it works fine with this game as well. alt tabbing crashes the game, use dgvoodoo2 or dxvk to allow it. the game also looks kinda bad on widescreen this can be fixed by using this https://github.com/ThirteenAG/WidescreenFixesPack/releases/tag/callofcthulhu for other bugs that might crop up see https://www.pcgamingwiki.com/wiki/Call_of_Cthulhu:_Dark_Corners_of_the_Earth there is also a HD pack for it though it uses an old version of sweetfx (reshade nowadays) works quite fine though the upscaled textures themself do not up the looks by that much (probably because upscaling filters back then were rather poor "no AI"). if you want to try your hand at upscaling the games texture use this -> https://dcotetools.sucklead.com/p/xbdsplit.html be sure to backup all files just in case. the game uses dds format so they will have to be converted beforehand if using upscayl as it does not support dds format. afterwards you will have to convert the upscaled images back so be sure to note which dds format the game uses.
-
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
- 19 replies
-
- 15
-
-
-
yeah lovecraft can be a bit hard to adapt in a game but can be really good if you capture the elements correctly. intro starts of as more of a sneaking and gathering information sequence, then things heat up in attack of the fishmen with a lot of running and gunning. at the marsh plant it becomes a mix between action sneaking and puzzle solving as well as survival untill you nail the younger marsh brother. at the esoteric order it goes into more sneaking puzzle solving and occasional action while gathering more information. this is where you get the knife which might actually be the most effective weapon in the game, but it requires stealth. you also team tag with another game character. and yeah the game can be pretty brutal to survive in, maybe something to look into in a remake. game saves are dependent on signs which are used as save points. while the idea is cool (bit like the save gems in daikatana or the consoles in dead space) it does ruin things a bit cause there arent many of them and autosaves only work by chapter. if you struggle in some parts, use dcotepatch to enable developer mode and use noclip or yuck god mode. the game was rushed due to the developer going bankrupt (one guy had to finish it up) so it is pretty unpolished gameplay wise.
-
not really, more like a detective game with horror elements. weapons could get you out of a sticky situation but due to the insanely low ammount of ammo pickups it did not really ruin the dread. you still had to sneak in most places as loosing health was made in a way that really hindered you and could potentially kill you due to sanity loss (morphine lowers sanity in game). also the more dangerous foes were immune to conventional weaponry. had to blow up dagon with a ship cannon and it took multiple hits all while getting attacked by waves of deep ones hehe. shaggoth had to pretty much blow up a factory to end it. star spawn was probably the easiest but it was immune to bullets so had to use a flamethrower on one and poison another . mother hydra could only be killed by the yithian energy cannon which you get at the end.
-
my bad yeah was idtech 5 probably the rbdoom3 engine would be better as that one is atleast partially based on it. still it would probably need some modifications to support large open areas. dark corners is pretty good story wise though it suffers from some rather annoying bugs (also old). to play it on win 10/11 you should get the gog version, but it has major problems with resolutions above 1080p. you can enable developer mode for testing with dcotepatch as the game can be pretty brutal in some maps. might also benefit from using a vulkan wrapper like dxvk on some setups as the game does not like alt tabbing at all (crashes hard) but dxvk can be setup to allow it. virtual reality can be fun but needs a pretty beefy gfx card. i do have a VR set but it is playstation only. sadly edge of nowhere is xbox only but can possibly stream it to a windows 11 machine in xbox mode. just be carefull with VR and dont try to lean on fences in game like i did . and yeah gamedev is really hard especially when you have no formal education in coding (learned most of what i could from the quake community). when idtech started using C++ i was pretty lost. though i did end up learning a bit, im far from being able to use it to its fullest. and the move to using hardware shaders pretty much put the cork in for me as i had little prior knowledge working with it.
-
During beta-testing "skeletonkey" it happened that i lost the weapon animation my first save (direct after mission-start) is showing Blackjack/sword/bow but since the second save they are not shown anymore ! they still exist - i can ko/hit/shoot - use the weapons but without seeing the hands+weapon (all invisible) it´s like fighting blind --- arrows are shown is there a possibility to get it back for the other saves - or is a restart the only way ? I normally never use weapons (maybe rope/water), so not that important. I'll just wait for V3.
-
I haven't played any of these games, but maybe I should? I was never really into horror games, as they tend to be too formulaic. I did play the ones I *think* are the most important ones in the genre. Like the amnesia games, one penumbra game, alien isolation. and that's about it. But VR seems very suitable for horror though. I have an older oculus here, but my office is too tiny to set it up. I wish there were more VR games that treated VR merely as a more immersive display. No flailing your arms around, just put it on your head and use a regular gamepad without moving too much. The moment we start moving immersion leaves the room. But yeah, game dev is hard. Really, really hard.
-
How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
-
my only stint with a flight simulator was with one of the first from microsoft. sadly while i had no problem lifting off or even flying the model landing it was another matter (got everyone myself included killed) . i was pretty mortified as i allways wanted to be a pilot so i newer touched it again. but yeah it can be both boring and gratifying to work with, if you can pull it off. had some game ideas i wished i had the skills to make (sadly im no artist in regards to making game content) and even development soon exceeded my coding skills so it newer really came together. allways been a fan of mythos related games though good ones are few and far between, and idtech 4 with some modifications could probably make an excellent game engine for those kind of games. it would have to be modified for a more open world experience atleast (something like the stem engine from the evil within which was based on idtech 4). one i would have liked to recreate was dark corners of the earth, and i would have loved to make one based on the mountains of madness. many critisized that dark coreners of the earth had weapons in some maps which is kinda ok if you think of it as mainly a survival / horror game. but tbf it does not really ruin the game like many believe. think of it this way what use is a revolver against a shaggoth ? or even a starspawn of cthulhu (yep you will meet both in this game). the was a game based on the mountains of madness which looked really impressive (Edge of Nowhere), but it was VR only grrrr.
-
@stgatilov, I was NOT proposing renaming all the numbered strings to alphanumeric (even though that would likely slow down the ordering rot you mentioned.) I was just responding to @wesp5 hearing that someone was already planning on doing so, which surprised me. Yes, I do have access to the SVN repo, thanks. I just try to avoid it as much as possible. For the current work, I'm using 2.14 as the stable base line (for .cpp code, all.lang, *.gui*, etc.) , because things are complicated enough as is. The yaml is just an organizing tool that "might" be helpful for my AI translation efforts, because it can formally encode relationships between strings. Not sure about usefulness yet. I'm not proposing that the TDM engine should read it. I could reorganize at least parts of all.lang similarly, if everyone's OK with moving further away from alphanumeric ordering of #str_ids. The two ideas for improving strings I'm also on-board with. Particularly for #1, which I've also floated as a trial balloon in the past. BTW, for that, my gen_lang_plus has related C++ code that might be of some interest (albeit doesn't use the idTech4 class structure and is Windows-based). For #2, I can see some disambiguation problems, but nothing insurmountable. Given that DR will never properly support #str_ids, seems reasonable. What time frame are you thinking about for these?
-
The still ongoing Windows 10 topic sparked my curiosity why people do not just switch to Linux. But users of other OSes are also allowed to vote.
-
I don't know if anyone tried this before. The trick is to use a ring uv unwrapped as a square, with vertex paint on. portal_circle { translucent noshadows deform turbulent sinTable .001 (time * .05) 100 { forceHighQuality blend add map textures/darkmod/nature/skybox/starry1_clouds red 1 green 6 blue 2 translate time*-0.03 , time*-0.1 scale 7 , .17 vertexColor } } portal_circle.zip
-
@Geep, doing massive restructure on old state is not a good idea. Since you are marked as Contributor, don't you have direct SVN access to the assets repo? If no, we should simply give you the access. I can't say I see anything still used in your list to be deleted. Usually the best way to check is to search over guis/ + scripts/ + maybe C++ code. Feel free to delete unused and reorder the lines in the strings file. I don't really like the yaml idea, because you are basically trying to extend the already overly massive strings framework. Now we have tons of old Perl code that nobody wants to mess with, and you'll add some more code which nobody will want to mess with a few years later? And what will yaml give you, really? If you reorder the lines in the existing format, you will get the grouping you want. The current order is messy simply because everyone is lazy to search for similar / related strings every time they want to add a new menu settings. And I'm afraid things will stay this way. Even if you make perfect order, it will slowly rot over time. Finally, here are some of my thoughts regarding strings framework: I would be happy to make all.lang the only file with strings, encoded in UTF-8. The engine should read it directly and use per-language table to convert permitted UTF-8 characters into its weird 8-bit encoding which is uses now (without generic UTF-8 decoding). This way we can finally get rid of the old Perl stuff. The strings file should support full-text replacements in addition to placeholder replacements we have now. That would allow translators to translate a mission without forcing the author to turn it into a total mess which is harder to work with. The full-text replacements should be used for missions, placeholders should be used for core. The p.1 idea will require changes in the engine, but I think they are quite lightweight. Reading UTF8->8-bit character table per language, and convert UTF-8 into native format when strings are loaded. What scares me more is trying to understand how it works now and constructing these new tables.
-
Creating buildings one by one manually using a brush turns out to be prone to errors and can result in the accidental deletion of some overlapping modules, especially if you haven’t planned how many units (how many by how many, for example 512×512) to use for the grid.... I haven’t tried prefab walls, etc yet.
-
Yes, instead of starting with the English text in the prompt, it is better to point it to a file instead, when the amount of text is voluminous (as it will be in my upcoming Group 3 work in https://forums.thedarkmod.com/index.php?/topic/23204-proposed-i18n-improvements-for-tdm-215/ ). Good to know Google Translate supports URL file access. So does ChatGPT (even the basic version without login).
-
Hello, At long last - at long freaking last - I finally got into The Dark Mod. Back when I was a teenager/young adult, about 20 years ago, I wasn't too keen on the idea of The Dark Mod. Since it didn't use the Eidos IP, it felt more like a knockoff than a tribute. Looking back, I noticed that in 2009 I even posted a thread here about how much I loved TDM, but at the time I didn't have a decent computer, and the experience was ruined by bugs. Then, after 2010, when I finally got a good gaming rig, I became completely absorbed in World of Warcraft, LOTRO, and other MMORPGs, so I never really gave new single-player games much attention. I still revisited Thief 1 and Thief 2, replayed fan campaigns, and so on, but I never seriously got into TDM. I also played Thief (2014). At first I liked it, but I eventually ended up disappointed by the lack of variety, the absence of the old lore, the Hammerites and Pagans - you know, all the things that make Thief feel like Thief. Now, with the upcoming reboot on the horizon, I've replayed The Dark Project, The Metal Age, Deadly Shadows, T2X, and even Thief (2014) - yeah, I'm a masochist, I know - and I finally decided to give The Dark Mod the time it deserved. This time I completed Tears of St. Lucia, and then, over the course of just two days, I finished the entire William Steele campaign. I was blown away by how good it was. The detective mission, where you discover the disguise and eventually confront the killer, was fantastic, and the bank mission was absolutely gorgeous. So now I'm looking for more missions. Being almost 40 rather than a teenager, I have a pretty good idea of what I enjoy. Here's what I'm looking for: Cathedrals and churches - these are always my number one choice. I don't enjoy forced ghosting missions. No-kill is perfectly fine, and I don't mind if blackjacking is allowed, but mandatory ghosting isn't my thing. I'm not a huge fan of complicated puzzles that require piecing together clues from lots of different written sources. It wasn't an issue in the William Steele campaign since I played on Normal difficulty, though. I love rooftops, so I'd definitely like more missions featuring them. That said, I think verticality is a bit overrated these days and overused by many modern Thief FM authors. I enjoy believable cities with accessible rooftops, but I'm not a fan of skyscraper-like climbing mazes. In fact, I think the final William Steele missions came close to crossing that line, although I still enjoyed the way the climbing was integrated into reaching the rooftops. I'm not particularly interested in horror or zombie-themed missions. Classic mansion/manor heists are always welcome - I never get tired of those. Regards, Svetlio
-
To give you an idea of what I looking at for Group 3, much of what I want to cover are strings that will be more consistently translated if properly grouped, rather than the order they appear in all.lang [English]. I'm trying YAML as the light-weight structuring mechanism. A hand-built draft of Settings is mostly done. Here's a small example of that: Fragment within the yaml hierarchy main_menu:/settings_page_layout:/body_settings:/ video: # In main_menu_video.gui, unless indicated otherwise... general: - subheading: - line_1: - phrase_id: "#str_02298" phrase_en: "Changes to screen size & aspect ratio, or full screen require a restart." - line_2: - phrase_id: "#str_02299" phrase_en: "Fullscreen is Desktop Resolution, use Render Scale to adjust" - setting_row_1: - label_id: "#str_02154" label_en: "Fullscreen" - choice_id: "#str_04222" choice_en: "Windowed;Fullscreen;Borderless" - tooltip_id: "#str_menu_fullscreen_tooltip" tooltip_en: "Windowed: normal window of any size\nBorderless: covers whole screen, fast switching\nFullscreen: exclusive, can change resolution" I'm new to YAML, so I may not have the structure quite right yet (e.g., when to use "-").
-
I think we should create a thread where you can put requests and suggestions for Orbweaver. This thread should be NOT a discussion thread. If you want to discuss a proposal, create a specific thread for it. I want it to be only for collecting proposals, so we have an overview of what people might want to have. I guess this might also help Orb to decide what he should focus on once he gets productive. BTW: I really appreciate your effort, because we can really use this. So my personal wishlist proposal is that I would like to see a group handler. Similar like in Blender, where you can select several objects and put it in a group. When you select one or more of these groups, the objects are visible. If the group is not selected, it's invisible. In Blender and other 3D apps this is called layers (forgot the name before so I had to look it up).
-
Looks like we need one of these. Use this to post images or teasers of whatever you happen to be working on at the moment. Sharing feels good, and can inspire other people to keep working on their own maps. Use spoilers if appropriate!
-
I believe the consensus is mid-late 2027 for AMD RDNA5, and possibly well into 2028 for Nvidia RTX 60 series. It likely depends on pricing and availability of ~36 Gbps 3 GB GDDR7 modules, and Nvidia's willingness to give a crap about the gaming segment. Nvidia's 50 Supers have been leaked for a long time and could act as a stopgap half generation, but they are completely stymied by 3 GB GDDR7 pricing. BTW, Nvidia just raised the price of the Blackwell Pro 96 GB to $16,000: https://www.techpowerup.com/351549/nvidia-rtx-pro-6000-blackwell-96-gb-gpu-now-costs-usd-16-000 It's presumed that 3 GB costs $60-70. So an RTX 5070 18 GB could cost $420 (if not more) for just the memory, and that is not counting anything else or fat margins on top. This advancement (TurboQuant) was overhyped and only affected one aspect of the process. https://wccftech.com/googles-turboquant-made-everyone-panic-about-memory-demand/ Even if it did significantly reduce memory requirements, Jevons Paradox would likely rear its ugly head. Many came to similar conclusions, but I don't think the situation will be that bad. The push for consumer 8K has failed or been delayed by years/decades, nobody cares about it. Cards are often powerful enough for decent 1440p/4K gaming at reasonable settings, with mandatory "better than native" AI upscaling (DLSS 3/4 or FSR 4). Many people are still fine with 1080p at 60 Hz. Consider that 4K120 is 8x the pixels per second. Weaker CPUs are also fine for lower frame rates. We are likely to see a handheld version of the PS6 next generation pushing as low as 1080p30 with relatively weak hardware. If you care about refresh rates significantly above 240 Hz, frame generation will be the feasible way to hit them. Some of the generational stagnation is down to waiting/settling on nodes. Nvidia 40 and 50 series consumer GPUs use the same node. RTX 5090 brute forces its performance by using twice the die area of the 5080, and a significant increase over the 4090, putting it close to the reticle limit. Chiplets can potentially be a way to break the reticle limit while optimizing costs for all segments. RDNA3 used chiplets, RDNA4 switched back to monolithic. RDNA5 is expected to have chiplets shared between dGPUs, APUs, and professional products. You won't see multiple GCDs soon, but the movement is in the right direction. I don't think your "complexity" argument actually makes sense. And it could be disproven by GPU technical details like RDNA5 moving from Infinity Cache (typically 32-128 MiB L3) to smaller, optimized L2 caches as low as 10 MiB. Separate from the AI memory apocalypse, we're seeing a slowdown of Moore's law, more expensive process nodes even before demand is considered, and lackluster competition. There's still nodes planned through around 2041, including new types of transistors. There's a 3D revolution waiting to happen in both memory and logic. Intel may exit gaming dGPUs, but could enter into the area of mega APUs with Razor Lake-AX. Chinese companies are also making viable gaming dGPUs. Gaming requirements are generally aligned with the console market. If you can match or beat the estimated performance of the PS6 handheld (which may include some advanced features such as neural texture compression), you are at least good for 1080p gaming throughout the next 10-15 years. Because games will continue to target PS5 for a few years, and then target the PS6 for a few years even if a PS7 arrives in the late 2030s.
-
That dream world was trippy. Was concerned about how I was going to get out of that place. Already used the one breath potion to get there and I was worried about how to get back but I had enough health potions to keep me from drowning. The tunnel area where you entered at the start of the mission and then leave from had so many guards it was hard to sneak past them since they almost seemed to have super hearing and night vision so I had to use my gas arrows to put them down since you are not allowed to kill them. All the patrolling guards in this mission had helmets on so knocking them out with the blackjack was out of the question. Forget the sword too. They are undefeatable.
-
Fan Mission: "The Maybury Idol, Part 1: A Trip to the Museum"
Zerush replied to Jnon's topic in Fan Missions
h, I like Moss arrows, I use these mostly to distract and fuck up guards, shooting one of them with hilarious result, running arround, ranting and spreading moss everywhere. -
"Out of all the districts in Bridgeport, the Pagan Quarter is probably the second worst... it's certainly the last place I'd want to live. Sadly, I don't have a choice in the matter." It's with great pleasure that I present my third Dark Mod FM, "The Maybury Idol, Part 1: A Trip to the Museum" https://www.thedarkmod.com/missiondetails/?internalName=maybury1 This is the first in a planned 4-part series which is largely already plotted out to conclusion, and I'm planning to get started on Part 2 soon. Compared to the last FM I submitted, this one is a lot more linear and story-driven, but it also includes conversations and a mid-mission cutscene... which along with learning some basic scripting has really opened up a lot of possibilities in mission creation, and I'm looking forward to putting the lessons learned here to use in future. I'd like to thank everybody in the Beta Testing thread for ironing out the many, many wrinkles that came up and for offering helping advice in how to patch up the map's shortcomings: @Baal, @Cambridge Spy, @Bikerdude, @wesp5, @Bergante, @Keruah, and @tapewolf I hope you enjoy it.
- 75 replies
-
- 17
-
-
A famous painting is on display at the local museum. Steal it, of course! ------------------------------------------------------------------------------------ An update, version 3, is now available (19 March 2025). The mission has a new look and feel (well, look and sound), thanks to the talents of @JackFarmer. Changes include: * A new briefing video (courtesy of @JackFarmer) * Several new ambient tracks that cover much of the map (again, credit to @JackFarmer) * Subtitles, provided by @datiswous (better late than never) * Several fixes for other little issues that were found since version 2 was released. The mission downloader has been updated with this version. ------------------------------------------------------------------------------------ An update, version 2, is now available: (use Version 3). This fixes many of the problems found by those who played version 1. Besides general clean up, the primary goal of this version is to Special thanks to Bikerdude, whose did a quick beta test of this version and whose suggestions I mostly (but not completely) implemented. ------------------------------------------------------------------------------------ Title: Now and Then Author: joebarnin Briefing video and ambient tracks: JackFarmer Date of release: 08 September 2020 (Version 2: 25 January 2021) (Version 3: 19 March 2025) Version: 3 EFX: Yes Requires: TDM 2.12 Author: joebarnin Gameplay notes Thorough investigation is encouraged. Scary AIs: No spiders, skeletons, undead, or ghosts. One live rat and one dead one. Makes use of the 'peek' ability, allowing the player to peek through a keyhole by leaning forward. The use of this ability is optional (it is never necessary resolve the mission). Thanks to: Beta Testers: Cambridge Spy, thebigh, JackFarmer, Amadeus, Kerry000, wesp5 Voice actor: Mike Components: Builder Compound models & textures - Peter Spy (dr.judym81@gmail.com) Museum painting lights - Grayman Gramophone with record - Goldwell & Epifire Custom ambients - JackFarmer Main menu screen & music - JackFarmer Ambients - Orbweaver Many many modules - Springheel https://freesound.org/people/LucasDuff/sounds/467697/ https://freesound.org/people/humanoide9000/sounds/422245/ Thanks to Springheel, Sotha, and Fidcal for their tutorials. I keep going back to them and I always learn something new. Notes Slight spoiler: Fun fact: I have released 3 missions, each almost exactly one year apart: Mission of Mercy - September 14, 2018 The Heart of St. Mattis - September 10, 2019 Now and Then - September 8, 2020. Not by design, it just worked out that way. So I guess look for my next mission in early September next year! Hints (contains spoilers)
- 173 replies
-
- 15
-