Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 02/14/20 in all areas

  1. Hi all, So I have a bit of an unusual request for the community. I'm currently nearing the end of my Master's degree, and need to complete my thesis before I can graduate. Being that I'm in a games program, I had to construct a level for user testing; since I'm very familiar with Darkradiant and didn't want to wrassle with Unity, I ended up building my level using TDM. After some preliminary user tests, I'm ready to begin a short iteration phase where I improve the level before final testing, and I thought I'd open my terrible tiny level up to the mod community for feedback from folks who are familiar with TDM and the stealth game genre. My research specifically pertains to environmental storytelling, so that's what I'm aiming to do well. Any advice on improving performance would also be appreciated (my exterior is kind of a mess), as would advice on creating good-looking diegetic lighting that sufficiently highlights both important narrative elements and where to go to progress (especially for inexperienced players).
    3 points
  2. 3 points
  3. Story Tease On the run from her husband, me and my girl. With a bribe to a ship's captain, we're away. What could go wrong now? Oh, dammit. Links "Away 1 - Air Pocket" Version 1.0 is available from the in-game downloader and its mirrors. As well as here. There are two extra documents contained in your installed .pk4 and also conveniently available here - For gamers needing hints, this Q&A uses "invisible ink" to selectively hide the answers: Air Pocket - Hints and Spoilers [Jan. 29, 2020].docx For understanding what's under the hood: Maintenance Guide to Away 1 - Air Pocket [Jan 29, 2020].docx For more about the innards and interations, see this FM's Beta Testing thread. Author's Note This is my first substantive TDM FM, a nautical adventure, and what I hope will be part of a longer story arc. Enjoy. Gallery Credits & Acknowledgements Thanks to TDM community members for encouragement - and assistance with newbie questions - while building this, my first FM (not counting an earlier nanoMission). Kudos in particular to Dragofer for the wonderful ship models (modified here), newly-created ship davits, and assets like kelp models from 'Down by the Riverside'. Also a custom cannon-ball hole through the hull, and much helpful guidance. The skybox is adapted from 'lagoon' by Hazel Whorley (CC BY-NC; hw_lagoon.zip at www.custommapmakers.org/skyboxes). Finally, my deep appreciation to all who tested or assisted during the beta: Biene, Cambridge Spy, Dragofer, duzenko, peter_spy, and stgatilov
    1 point
  4. You could override that particular material by copy pasting it into your own .mtr file (renamed from .txt), fix the inconsistency in it and provide it with your mission. As for fixing it, I'd look first to see if at one place it points to diffusemap x and another to diffusemap y. Can't look at this myself atm as I'm not near a PC.
    1 point
  5. Like chakkman already said last week, Kingdom Come: Deliverance is one of the free games this week and the other one is Aztez. You obviously just get the basic version of KC and have to buy any DLCs you'd like. The Royal DLC bundle, which has all the DLCs, isn't that expensive though IMO. One of the biggest issues people have with KC is the save system, but as far as I know there's a mod that allows unlimited saving whenever the game normally would let you save. There are a few other issues, but all in all most people just love the game and from what I've seen I definitely agree with that. Aztez is a game set in the Aztec Empirte with beat-em-up combat and turn-based strategy. The combat system is lauded but the punishing rules (start over a whole campaign when you die and don't have more lives for example) are seen as cons. https://www.epicgames.com/store/en-US/product/kingdom-come-deliverance/home https://www.epicgames.com/store/en-US/product/aztez/home
    1 point
  6. Oh absolutely, I wouldn’t dare be so blazé as to specifically say it belongs to a Witcher, that’s a trademarked proper noun and would be TOO obvious. Maybe have a silver sword with an accompanying “diagram” (some readable)that merely says it belonged to a monster slayer. Just vague enough. Certainly not a main objective but a secret loot.
    1 point
  7. I always put some kind of easter egg in all the levels I've made. Not references to other things really, just hidden items or secrets or objectives.
    1 point
  8. Steal a silver sword that belongs to a Witcher? Or come across sheet music composed by Dandelion(Jaskier)? JackFarmer gave me that idea in HH:VF; there was some Peter Gabriel lyrics lying around, loved it. FMs need more Easter Eggs.
    1 point
  9. 1 point
  10. I have to thank you Dark One on your review of my mission, Briarwood Manor. It's really cool to read a really honest review. I thought everything you said was very fair. I agree with just about everything you said. So thank you. As for Corbins bit in the climax scene in the library. That was very tough for him, because it required him to do something he's never done before, try to pull out some real emotion. Not an easy thing to do. Still, I think over all your review was spot on. Thanks Neon
    1 point
  11. I've also created a few alternate zombies, to add a little variety to your local necromancer lair. The first is a fairly straightforward variation that uses the hunched over animation set Kingsal created for his beastmen. Unlike typical zombies, these are fast runners.
    1 point
  12. This is a new wrapped corpse model, kindly created for the campaign mission by epifire. There are multiple versions, including a sitting version, and a couple piles of bodies. The City is now ready for the plague!
    1 point
  13. I've created a walking flame-bearer skeleton as a security device for crypts or mage towers. The held brazier is part of the md5mesh, and the mapper binds a flame to it. The skeleton is a functioning AI, but he can't attack or let go of the brazier, so if alerted, he will search for and track the player, but won't be able to do damage. He works best when combined with other AI for that reason. You can set them to a neutral team to the player if you don't want them to react, and I've included a static model as well if you don't want any AI functions. The only thing about the current implementation I don't like is that the flame stays burning if you kill them...it would be nice to have it go out like a dropped torch. Probably just requires a script, so if anyone feels inclined to add that, feel free.
    1 point
×
×
  • Create New...