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Showing content with the highest reputation on 05/15/20 in all areas

  1. Indeed, I think it's mostly practical reasons. First you need to recruit enough voice actors (1 for the player/briefing, at least 2 for a dialogue between NPCs), and ideally they should sound similar to one of the existing vocal sets. Usually you get multiple takes, among which you need to pick the best for each line (or ask for more takes if none of them hit the mark) and then edit & split up the recording into individual files for each line. Then each file needs to be setup as a sound shader, and each sound shader needs to be referenced by name in the conversation editor. And of course you need an idea for what should be said in the first place. A lot of steps/hurdles on top of all the other mapping work, but I agree that it does add much to the immersion and storytelling. Missions which have voiced lines, off the top of my head: The Painter's Wife, aka the Bikerdude/Shadowhide city FM, which has re-entered beta a couple days ago, has been upgraded with a lot of voiceovers and a voiced briefing recently. Basically all Goldwell missions, no doubt aided by the fact he's a talented voice actor himself with good contacts in the Thief FM voice acting scene. Volta missions I used several scripted dialogues in Down by the Riverside. I didn't use them in One Step Too Far, my first FM, because I had enough on my hands with learning the editor, nor in Perilous Refuge, my third FM, because that was intended as a less labour-intensive release while I continue working on other more ambitious projects.
    4 points
  2. Dear fellow TDM members, as I recently came back to catch up with some TDM playing the question came to my mind: Why are so few missions using narrative elements like NPC dialogues or let the player's character expressing his thoughts by speaking to himself? In the original Thief games, NPCs talking to each other and Garrett commenting what happens added much to the story a mission would pursue. In most TDM missions, the narrative comes only from readables and NPCs just walk their routes up and down mumbling to themselves. Please note, that this is not meant to be as critique to those FMs and their authors! It's just my personal experience, that leads me to two things to discuss: Why are scripted dialogues / sequences used so sparingly in FMs? Which FMs do you know, that make use of these elements? I would like to hear your persnoal thoughts on this. Thank you!
    3 points
  3. OOps. That was me experimenting. I'll remove that property, change the mover, and update the prefab and re-link it. I'll also do one of the boat alone with the bobbing, etc. I had bound the boat to a mover bobbing, and that to a pendulum, and pendulum to door sliding. I was trying to make the AI get on the boat at one dock, have the boat move across the water to another dock, and have the AI get out at the other side. He can disembark at the original dock, but not at the second one, even when teleporting him to the center of the boat when he embarks. Lol. Anyway, that prefab was for fun. I'll post one with the door sliding mover changed to a regular door rotation and proper pendulum swing etc. And an AI with proper mass. And here it is with AI on team 5 so he won't get agitated when you test. His mass is normal. boat_elevator_bobbing_ai_01.pfb boat_elevator_bobbing_ai_01.zip
    2 points
  4. Lots and lots of work setting up conversations, which is why they're not used more often. As for my missions: Somewhere Above the City - opening monologue from drunk guard + epilogue conversation Mother Rose - none Sir Taffsalot's Sword - none Braeden Church - opening conversation Seeking Lady Leicester - none (yet) The Black Mage - none (yet) WS1 - none WS2 - recorded messages on cylinder machines WS3 - conversation after entering compound + Sewell's constant pestering of the guards WS4 - opening monologue from Watch officer + whore's constant pestering of the Watch + Deacon's singing WS5 - opening monologue from drunk WS6 - recorded messages on cylinder machines + antagonists' conversation + guard conversation WS7 - antagonist monologue + epilogue conversation
    2 points
  5. Taken from Far Cry 3: Blood Dragon...
    2 points
  6. The number of mirrors is not too high today, and new mirror would definitely be welcome. However, we have been split on the question of whether we could use a server as official mirror when its owner has zero posts on these forums. The TDM code does not properly verify downloads, so we must be sure that mirrors owners can be trusted. Sorry.
    2 points
  7. I have a nice, 2TB storage dedicated server I can put to use as a mirror if necessary. It's US based and should be able serve everything pretty quickly. Is there a need for another mirror to host missions and game files at this time?
    1 point
  8. Sotha's TP0: Mandrasola has a pretty memorable and funny conversation, all of Goldwells missions as well (monologue at the start of Accountant 2 I think it is, that's definitely a favorite!). A few of Springheel's missions have conversations, A New Job, A Score to Settle and A Reputation to Uphold come to mind. As for myself, I have some pretty mediocre one-liners in Pearls & Swine, and my GF did a pretty good job in Langhorne Lodge. The main hindrance in my mind is that you have to contract help from other people to be able to effectively add custom conversations so that adds a lot of complexity and workload, but also requires that I reach out which is not my strong side. Bit of a lone wolf when it comes to mapping, but I guess things could change in future.
    1 point
  9. Yeah. I understand the reasons, but, I also hope for some more scripted dialogues in FM's. Although it shouldn't be too excessive. Won't name names, but, in some FM's, I was tempted to move on, because the dialogues were just too long (and not very well written either). Also, I'd advocate against too much babble from the protagonist. Less is more. The way it was in the original Thief's is perfect really.
    1 point
  10. It's probably because all the points mentioned mean recording voiceovers, so finding, directing, and editing audio recordings by people who can and will want to do that for you. Pretty difficult and time-consuming, if we're talking about decent quality
    1 point
  11. Like I assumed voxels. This just shows that Jonh Carmack was right all the time, this would be the future, unfortunately he was not able to make this a reality for idtech 6/7 like he said in 2008 hardware was not fast enough until now.
    1 point
  12. Well, holy shmoly. Epic Store gives away GTA 5 at the moment. Get it while it's hot. Might take a while though, because, at the moment, they're getting quite the bombardment on their servers...
    1 point
  13. @nbohr1more @stgatilov You guys were right, after updating to 2.08 it looks like... 1. ...crashes during WIP loading have vanished and 2. ...in game crashes in WIP area with fire elementals have vanished as well! Thank you, after adding final voice lines in the next days I will start beta/optimizing! Jack P.S. ....love the new swimming system, although I think I will have to add a few more breath potions as the lake is very, very deep! P.P.S. ...and I have the feeling, that everything runs much faster now!
    1 point
  14. That's understandable. I am still new to the community and thought I found a way to help out with what I had on hand. I'll be sure to contribute more in the future.
    1 point
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