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So, what are you working on right now?


Springheel

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Feeling inspired by all these WIP pictures I wanted to post a little sneak peak of a scene i'm working on from The Accountant Part 2... Now keep in mind it is still work in progress so please don't be too critical here.

 

Without further ado here is an ingame screenshot from my new FM! (feeling nervous now)

 

6Q6nFwx.jpg

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HAHAHA.

 

Perfect.

Looking forward to your release Goldwell.

I'm working on my second mission titled Solarescape2 and I think......No, I know I've bitten off more than I can chew.

 

I have placed a func_fracture as a piece of a breakable ice shelf and I thought it would be OK as I just converted a worldspawn piece but....

When it is destroyed by the player hitting it with the sword it shatters into a heap of pieces and sounds like glass shattering which is OK but the frame rate drops to like 2 or 3 FPS.

 

Any Kind heart out there like to help me with this?

Edited by Tr00pertj
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Yes, there is. You can also manipulate the size me thinks.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Ok so on a more serious note, I'm very close to finishing the basic layout of The Accountant part 2 & so I have started to do detail passes. Here's the first detail pass I have done!

 

HKiWdIb.jpg

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I'd suggest more lights in the scene. Even ambient light makes things flat. Occasional lit areas make things three-dimensional, and create interesting gameplay challenges.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Yep. Making an interesting lighting before posting screenies would be nice. I've noticed that if you know how you are gonna place the lights, you can save geometry/detail building time: if it is a dark spot, you don't need much detail in that area.

Clipper

-The mapper's best friend.

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Even putting in one large spherical light that illuminates the centre and leaves the edges in gloom would be good. But then I'd decrease the ambient level a bit to compensate.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Ugh -_- well i'm obviously not as good as you guys but i'm happy with the scene.

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Well I was thinking long and hard about the lighting and the only real lighting source I saw in actual pictures of medieval libraries was either ones attached to the walls (which in this situation aren't possible because the books would catch on fire) or using a standing light which I tried but that also looked a bit silly.. The only other option which my girlfriend recommended would be to place a chandlier type thing in the middle which at first I thought would be a bit odd but i'm going to give it a try and see how it turns out.

 

The inspiration picture for the chandelier i'm creating is this:

 

vySzDZK.jpg

 

I see what your saying with the light creates darkness sort of thing though

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Well I was thinking long and hard about the lighting and the only real lighting source I saw in actual pictures of medieval libraries was either ones attached to the walls (which in this situation aren't possible because the books would catch on fire) or using a standing light which I tried but that also looked a bit silly.. The only other option which my girlfriend recommended would be to place a chandlier type thing in the middle which at first I thought would be a bit odd but i'm going to give it a try and see how it turns out.

 

Just don't think what would be too realistic and unrealistic. It is a game. Use what looks good.

 

Looking at your scene, I agree with your GF that the chandelier would work. Although, putting it to the center would make the scene washed out in the sense that it provides basic similar brightening for all areas. A chandelier would work as a weak background light.

 

Note that you have the support pylons. You could attach candle holders or gas lights on those. You could put multiple hanging cage lights hanging from the ceiling above (or on the balcony level above.)

Hell, this is steampunk, so you could even have electric spot lights in the ceiling.

 

I would probably use the spotlights. Long beams of light, illuminating the bookshelves. The light sources could be put in the ceiling, or the pylons. You could even have a spotlight changelier hanging in the middle, a spherical construction with spotlights beaming at the shelves.

 

It is all about imagination in the end. Performance limitations come second, usually. ;)

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Clipper

-The mapper's best friend.

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I would probably use the spotlights. Long beams of light, illuminating the bookshelves.

 

If it were me I'd use lights looking down on every other bookcase or so directly from above, like the wine rack in my screenshot, and then the weaker chandelier in the middle to make sure none of them are completely neglected.

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Here is a crude proposal for the spot lights:

 

qbzHIiM.jpg

There is a chandelier producing basic background lighting. The spotlight comes from the brass colored cone object (it is a lanterbot part.)

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Clipper

-The mapper's best friend.

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Lovely, lighting provides depth and contrast.

 

There's a reason photographers can take beautiful pictures of ugly things, they aren't photographing items, it doesn't matter what "stuff" is there, but they are capturing light.

 

PS: In TDM, it also allows duplicate items to have a slightly different appearance in game, so everything doesn't look exactly identical/copied.

Edited by RJFerret

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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Lovely, lighting provides depth and contrast.

 

Thank you!

 

PS: In TDM, it also allows duplicate items to have a slightly different appearance in game, so everything doesn't look exactly identical/copied.

 

Could you please explain how to use that? it sounds like a very useful feature

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Bikerdude taught me the ways of bling and you Sotha have taught me the ways of light.

 

:blush: Thanks. Just glad to help. Indeed, the scene first looked rather bland, but now it really starts to come into life. Next maybe some beautiful handrails and maybe a carpet on the floor and avot!

 

Here is a handrail that might suit you. I made it for my WIP. It can be used as repeating hand rail piece, making the parts rising from the floor AND the pieces making the horizontal handrail parts.

 

 

 

Version 2
// entity 0
{
"classname" "func_static"
"name" "func_static_237"
"model" "func_static_237"
"noshadows" "1"
"origin" "0 0 0"
// primitive 0
{
patchDef2
{
"textures/darkmod/wood/panels/redbrown"
( 9 3 0 0 0 )
(
( ( 0 2 -24 0 0 ) ( 0 4 -22 0 -0.03682847693562508 ) ( 0 2 -20 0 -0.07365695387125015 ) )
( ( -2 2 -24 0.0520833320915699 0 ) ( -4 4 -22 0.0520833320915699 -0.03682847693562508 ) ( -2 2 -20 0.0520833320915699 -0.07365695387125015 ) )
( ( -2 0 -24 0.1041666641831398 0 ) ( -4 0 -22 0.1041666641831398 -0.03682847693562508 ) ( -2 0 -20 0.1041666641831398 -0.07365695387125015 ) )
( ( -2 -2 -24 0.15625 0 ) ( -4 -4 -22 0.15625 -0.03682847693562508 ) ( -2 -2 -20 0.15625 -0.07365695387125015 ) )
( ( 0 -2 -24 0.2083333283662796 0 ) ( 0 -4 -22 0.2083333283662796 -0.03682847693562508 ) ( 0 -2 -20 0.2083333283662796 -0.07365695387125015 ) )
( ( 2 -2 -24 0.2604166567325592 0 ) ( 4 -4 -22 0.2604166567325592 -0.03682847693562508 ) ( 2 -2 -20 0.2604166567325592 -0.07365695387125015 ) )
( ( 2 0 -24 0.3125 0 ) ( 4 0 -22 0.3125 -0.03682847693562508 ) ( 2 0 -20 0.3125 -0.07365695387125015 ) )
( ( 2 2 -24 0.3645833134651184 0 ) ( 4 4 -22 0.3645833134651184 -0.03682847693562508 ) ( 2 2 -20 0.3645833134651184 -0.07365695387125015 ) )
( ( 0 2 -24 0.4166666567325592 0 ) ( 0 4 -22 0.4166666567325592 -0.03682847693562508 ) ( 0 2 -20 0.4166666567325592 -0.07365695387125015 ) )
)
}
}
// primitive 1
{
patchDef2
{
"textures/darkmod/wood/panels/redbrown"
( 9 3 0 0 0 )
(
( ( 0 2 20 0 0 ) ( 0 4 22 0 -0.03682847693562508 ) ( 0 2 24 0 -0.07365695387125015 ) )
( ( -2 2 20 0.0520833320915699 0 ) ( -4 4 22 0.0520833320915699 -0.03682847693562508 ) ( -2 2 24 0.0520833320915699 -0.07365695387125015 ) )
( ( -2 0 20 0.1041666641831398 0 ) ( -4 0 22 0.1041666641831398 -0.03682847693562508 ) ( -2 0 24 0.1041666641831398 -0.07365695387125015 ) )
( ( -2 -2 20 0.15625 0 ) ( -4 -4 22 0.15625 -0.03682847693562508 ) ( -2 -2 24 0.15625 -0.07365695387125015 ) )
( ( 0 -2 20 0.2083333283662796 0 ) ( 0 -4 22 0.2083333283662796 -0.03682847693562508 ) ( 0 -2 24 0.2083333283662796 -0.07365695387125015 ) )
( ( 2 -2 20 0.2604166567325592 0 ) ( 4 -4 22 0.2604166567325592 -0.03682847693562508 ) ( 2 -2 24 0.2604166567325592 -0.07365695387125015 ) )
( ( 2 0 20 0.3125 0 ) ( 4 0 22 0.3125 -0.03682847693562508 ) ( 2 0 24 0.3125 -0.07365695387125015 ) )
( ( 2 2 20 0.3645833134651184 0 ) ( 4 4 22 0.3645833134651184 -0.03682847693562508 ) ( 2 2 24 0.3645833134651184 -0.07365695387125015 ) )
( ( 0 2 20 0.4166666567325592 0 ) ( 0 4 22 0.4166666567325592 -0.03682847693562508 ) ( 0 2 24 0.4166666567325592 -0.07365695387125015 ) )
)
}
}
// primitive 2
{
patchDef2
{
"textures/darkmod/wood/panels/redbrown"
( 9 3 0 0 0 )
(
( ( 0 2 -20 0 0 ) ( 0 4 0 0 -0.2617155015468597 ) ( 0 2 20 0 -0.5234310030937195 ) )
( ( -2 2 -20 0.0520833320915699 0 ) ( -4 4 0 0.0520833320915699 -0.2617155015468597 ) ( -2 2 20 0.0520833320915699 -0.5234310030937195 ) )
( ( -2 0 -20 0.1041666641831398 0 ) ( -4 0 0 0.1041666641831398 -0.2617155015468597 ) ( -2 0 20 0.1041666641831398 -0.5234310030937195 ) )
( ( -2 -2 -20 0.15625 0 ) ( -4 -4 0 0.15625 -0.2617155015468597 ) ( -2 -2 20 0.15625 -0.5234310030937195 ) )
( ( 0 -2 -20 0.2083333283662796 0 ) ( 0 -4 0 0.2083333283662796 -0.2617155015468597 ) ( 0 -2 20 0.2083333283662796 -0.5234310030937195 ) )
( ( 2 -2 -20 0.2604166567325592 0 ) ( 4 -4 0 0.2604166567325592 -0.2617155015468597 ) ( 2 -2 20 0.2604166567325592 -0.5234310030937195 ) )
( ( 2 0 -20 0.3125 0 ) ( 4 0 0 0.3125 -0.2617155015468597 ) ( 2 0 20 0.3125 -0.5234310030937195 ) )
( ( 2 2 -20 0.3645833134651184 0 ) ( 4 4 0 0.3645833134651184 -0.2617155015468597 ) ( 2 2 20 0.3645833134651184 -0.5234310030937195 ) )
( ( 0 2 -20 0.4166666567325592 0 ) ( 0 4 0 0.4166666567325592 -0.2617155015468597 ) ( 0 2 20 0.4166666567325592 -0.5234310030937195 ) )
)
}
}
// primitive 3
{
patchDef3
{
"textures/darkmod/wood/panels/redbrown"
( 3 5 1 2 0 0 0 )
(
( ( -2 0 24 14.79166603088379 13.671875 ) ( -2 2 24 14.8177080154419 13.671875 ) ( 0 2 24 14.8177080154419 13.69791603088379 ) ( 2 2 24 14.8177080154419 13.7239580154419 ) ( 2 0 24 14.79166603088379 13.7239580154419 ) )
( ( -2 0 24 14.79166603088379 13.671875 ) ( -2 0 24 14.79166603088379 13.671875 ) ( 0 0 24 14.79166603088379 13.69791603088379 ) ( 2 0 24 14.79166603088379 13.7239580154419 ) ( 2 0 24 14.79166603088379 13.7239580154419 ) )
( ( -2 0 24 14.79166603088379 13.671875 ) ( -2 -2 24 14.765625 13.671875 ) ( 0 -2 24 14.765625 13.69791603088379 ) ( 2 -2 24 14.765625 13.7239580154419 ) ( 2 0 24 14.79166603088379 13.7239580154419 ) )
)
}
}
}

 

 

 

 

EDIT: you might need to add a cap patch to the bottom of the object.

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Clipper

-The mapper's best friend.

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:blush: Thanks. Just glad to help. Indeed, the scene first looked rather bland, but now it really starts to come into life. Next maybe some beautiful handrails and maybe a carpet on the floor and avot!

 

Here is a handrail that might suit you. I made it for my WIP. It can be used as repeating hand rail piece, making the parts rising from the floor AND the pieces making the horizontal handrail parts.

 

 

 

Version 2
// entity 0
{
"classname" "func_static"
"name" "func_static_237"
"model" "func_static_237"
"noshadows" "1"
"origin" "0 0 0"
// primitive 0
{
patchDef2
{
"textures/darkmod/wood/panels/redbrown"
( 9 3 0 0 0 )
(
( ( 0 2 -24 0 0 ) ( 0 4 -22 0 -0.03682847693562508 ) ( 0 2 -20 0 -0.07365695387125015 ) )
( ( -2 2 -24 0.0520833320915699 0 ) ( -4 4 -22 0.0520833320915699 -0.03682847693562508 ) ( -2 2 -20 0.0520833320915699 -0.07365695387125015 ) )
( ( -2 0 -24 0.1041666641831398 0 ) ( -4 0 -22 0.1041666641831398 -0.03682847693562508 ) ( -2 0 -20 0.1041666641831398 -0.07365695387125015 ) )
( ( -2 -2 -24 0.15625 0 ) ( -4 -4 -22 0.15625 -0.03682847693562508 ) ( -2 -2 -20 0.15625 -0.07365695387125015 ) )
( ( 0 -2 -24 0.2083333283662796 0 ) ( 0 -4 -22 0.2083333283662796 -0.03682847693562508 ) ( 0 -2 -20 0.2083333283662796 -0.07365695387125015 ) )
( ( 2 -2 -24 0.2604166567325592 0 ) ( 4 -4 -22 0.2604166567325592 -0.03682847693562508 ) ( 2 -2 -20 0.2604166567325592 -0.07365695387125015 ) )
( ( 2 0 -24 0.3125 0 ) ( 4 0 -22 0.3125 -0.03682847693562508 ) ( 2 0 -20 0.3125 -0.07365695387125015 ) )
( ( 2 2 -24 0.3645833134651184 0 ) ( 4 4 -22 0.3645833134651184 -0.03682847693562508 ) ( 2 2 -20 0.3645833134651184 -0.07365695387125015 ) )
( ( 0 2 -24 0.4166666567325592 0 ) ( 0 4 -22 0.4166666567325592 -0.03682847693562508 ) ( 0 2 -20 0.4166666567325592 -0.07365695387125015 ) )
)
}
}
// primitive 1
{
patchDef2
{
"textures/darkmod/wood/panels/redbrown"
( 9 3 0 0 0 )
(
( ( 0 2 20 0 0 ) ( 0 4 22 0 -0.03682847693562508 ) ( 0 2 24 0 -0.07365695387125015 ) )
( ( -2 2 20 0.0520833320915699 0 ) ( -4 4 22 0.0520833320915699 -0.03682847693562508 ) ( -2 2 24 0.0520833320915699 -0.07365695387125015 ) )
( ( -2 0 20 0.1041666641831398 0 ) ( -4 0 22 0.1041666641831398 -0.03682847693562508 ) ( -2 0 24 0.1041666641831398 -0.07365695387125015 ) )
( ( -2 -2 20 0.15625 0 ) ( -4 -4 22 0.15625 -0.03682847693562508 ) ( -2 -2 24 0.15625 -0.07365695387125015 ) )
( ( 0 -2 20 0.2083333283662796 0 ) ( 0 -4 22 0.2083333283662796 -0.03682847693562508 ) ( 0 -2 24 0.2083333283662796 -0.07365695387125015 ) )
( ( 2 -2 20 0.2604166567325592 0 ) ( 4 -4 22 0.2604166567325592 -0.03682847693562508 ) ( 2 -2 24 0.2604166567325592 -0.07365695387125015 ) )
( ( 2 0 20 0.3125 0 ) ( 4 0 22 0.3125 -0.03682847693562508 ) ( 2 0 24 0.3125 -0.07365695387125015 ) )
( ( 2 2 20 0.3645833134651184 0 ) ( 4 4 22 0.3645833134651184 -0.03682847693562508 ) ( 2 2 24 0.3645833134651184 -0.07365695387125015 ) )
( ( 0 2 20 0.4166666567325592 0 ) ( 0 4 22 0.4166666567325592 -0.03682847693562508 ) ( 0 2 24 0.4166666567325592 -0.07365695387125015 ) )
)
}
}
// primitive 2
{
patchDef2
{
"textures/darkmod/wood/panels/redbrown"
( 9 3 0 0 0 )
(
( ( 0 2 -20 0 0 ) ( 0 4 0 0 -0.2617155015468597 ) ( 0 2 20 0 -0.5234310030937195 ) )
( ( -2 2 -20 0.0520833320915699 0 ) ( -4 4 0 0.0520833320915699 -0.2617155015468597 ) ( -2 2 20 0.0520833320915699 -0.5234310030937195 ) )
( ( -2 0 -20 0.1041666641831398 0 ) ( -4 0 0 0.1041666641831398 -0.2617155015468597 ) ( -2 0 20 0.1041666641831398 -0.5234310030937195 ) )
( ( -2 -2 -20 0.15625 0 ) ( -4 -4 0 0.15625 -0.2617155015468597 ) ( -2 -2 20 0.15625 -0.5234310030937195 ) )
( ( 0 -2 -20 0.2083333283662796 0 ) ( 0 -4 0 0.2083333283662796 -0.2617155015468597 ) ( 0 -2 20 0.2083333283662796 -0.5234310030937195 ) )
( ( 2 -2 -20 0.2604166567325592 0 ) ( 4 -4 0 0.2604166567325592 -0.2617155015468597 ) ( 2 -2 20 0.2604166567325592 -0.5234310030937195 ) )
( ( 2 0 -20 0.3125 0 ) ( 4 0 0 0.3125 -0.2617155015468597 ) ( 2 0 20 0.3125 -0.5234310030937195 ) )
( ( 2 2 -20 0.3645833134651184 0 ) ( 4 4 0 0.3645833134651184 -0.2617155015468597 ) ( 2 2 20 0.3645833134651184 -0.5234310030937195 ) )
( ( 0 2 -20 0.4166666567325592 0 ) ( 0 4 0 0.4166666567325592 -0.2617155015468597 ) ( 0 2 20 0.4166666567325592 -0.5234310030937195 ) )
)
}
}
// primitive 3
{
patchDef3
{
"textures/darkmod/wood/panels/redbrown"
( 3 5 1 2 0 0 0 )
(
( ( -2 0 24 14.79166603088379 13.671875 ) ( -2 2 24 14.8177080154419 13.671875 ) ( 0 2 24 14.8177080154419 13.69791603088379 ) ( 2 2 24 14.8177080154419 13.7239580154419 ) ( 2 0 24 14.79166603088379 13.7239580154419 ) )
( ( -2 0 24 14.79166603088379 13.671875 ) ( -2 0 24 14.79166603088379 13.671875 ) ( 0 0 24 14.79166603088379 13.69791603088379 ) ( 2 0 24 14.79166603088379 13.7239580154419 ) ( 2 0 24 14.79166603088379 13.7239580154419 ) )
( ( -2 0 24 14.79166603088379 13.671875 ) ( -2 -2 24 14.765625 13.671875 ) ( 0 -2 24 14.765625 13.69791603088379 ) ( 2 -2 24 14.765625 13.7239580154419 ) ( 2 0 24 14.79166603088379 13.7239580154419 ) )
)
}
}
}

 

 

 

 

Excellent, I will save this for my second detail pass! Thank you :)

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Could you please explain how to use that? it sounds like a very useful feature

 

It's just inherent to lighting, as various texture maps respond to light angle/magnitude (specular and bump maps in particular), so having two identical items, one prominently lit, and one not, won't appear identical, the lit one will have a rougher texture according to the angle of light falling on it, as well as highlights. The more shadowy one will appear smoother, and if the angle of light is different, appear highlights and lowlights will all be different on it. It's subtle, more a subconscious thing your mind picks up on than conscious thing, since overt details will still be apparent.

 

You tend to not have to design specifically for it, simply having light radii be a different sizes than item repetition, IE, so things aren't all lit the same amount at the same angle in every instance, which tends to happen naturally.

 

We generally size lights for game-play and performance, but you can be sure the falloff capitalizes on this aspect of things.

 

PS: You'll note Sotha's spotlight hitting between bookshelves, only illuminating part of them, makes it so you can't readily tell if the neighboring bookshelves are clones or not.

  • Like 2

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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Whew. Took me fricking forever, but I figured out how to have dripping water showing splashes on the floor so that the synchronication with the splashes works.

 

 

In this particular scene, I made a dripping water droplet that falls 171 units and generates a splash 171 units below the func_emitter origin. The synchronization had to be done manually through trial and error, because the particles behave differently in TDM than in the particle editor.

 

Basically, the droplets duration is 2 seconds. The splash effect is spawned after a delay of 1.5 seconds. It looks wrong in particle editor, but looks good in TDM. In the scene, the particles are otherwise identical, but the one closer is a variant with more deadtime (delay after finishing the particle effect).

  • Like 3

Clipper

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