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  1. Story: Thanks: Thanks to peter_spy for creating the wonderful Builder Complex module set used in this mission. Thanks to my beta testers: Cambridge Spy, Mezla, kingsal, Amadeus, manzanita-crow, Kerry000, Shadow and Suave Steve. Downloads: Gallery: Thank you for playing! What did you think of the mission? I look forward to your honest feedback! Hints, Tips, Walkthroughs, Spoilers(!): - This mission will greatly reward those taffers who like to explore a mission thoroughly. It is possible to go directly for your objectives, but you will be missing a lot of content. - Many windows are openable, leading to new areas or private residences. - If an area seems hard to navigate due to patrols, chances are you can circumvent it. - Those who like a challenge and some extra replay value owe it to themselves to visit the cultist's apartment on Vicolo Torcere.
    3 points
  2. 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. [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]
    2 points
  3. Congrats on the release! What a fine summer for FMs, so many coming out .
    1 point
  4. Hey stgatilov, Thanks for figuring out the issue, and I'm glad you're enjoying the mission! The scripting was mostly done by SteveL and Obsttorte so they get all the props for that :-). -Gelo
    1 point
  5. https://www.texturecan.com
    1 point
  6. ...the mapping machine did it again! Congratulations on the release! I will have a look asap! Jack
    1 point
  7. The import/export script for 2.8 is a little picky about how the meshes/armature are grouped - you will need to add them to a collection. Take a look at the readme file for the script - it should help clear it up. Looks like I may need to add some better error checking to it. Hope this helps io_scene_md5_28-readme.pdf
    1 point
  8. Ratchet and Clank: Rift Apart is basically a showcase of what a fast SSD can do in the next-gen consoles. Expect a lot of "portal" mechanics and nearly instantly loading worlds in the upcoming console generation.
    1 point
  9. Judging from that ingame look: if all else fails, it would at the very least make a cool statue, both in large and small! So even should it not work out as an actual animated entity, give it a marble skin and place it in a large hall, or give it a silver skin and make it a cool lootable object
    1 point
  10. I've done some more steps: Fix up the materials and skins so they're properly usable in TDM and DR. This included compressing to dds, creating editor images, moving to the right folders, renaming etc. This has also reduced the .pk4 size from 110mb to 70mb. Create the first .def: the model. This defines which mesh is used, which animations are available for it and which events should happen when during those animations (i.e. play footstep/attack sounds, disable/enable IK). This is enough to make a func_animate. I used the horse as a base and looked up the werebeast and human base defs for further animations that may make sense for a dragon. Make a FM archive out of it with a test map named "dragon" containing 4 func_animate dragons looping various animations. They can be triggered, i.e. via script or lever, to toggle their animations between those specified in the "start_anim" and "anim" spawnargs. So now you have a test map with functioning animated models to work with in order to get the assets into a polished state: Dragon v0.4 - Google Drive While working with the files I noted down various things: As you can see the dragon is only about knee high currently. Some joint names are in German. I've included a .txt file with translations in the download so you can change their names. I've had to comment out the animation channels (torso and legs). Idk which joint(s) should be chosen here - here's a list: Some joints have abbreviations which don't make sense to me, i.e w1_L, ACT_neck_1 or back_S_1_R. Either that's animation jargon, or maybe you can work out their function and find better names? There are already a lot of IK-named joints. I guess this might facilitate implementing IK? Some consistency issues with some of the joint names that would be good to solve in order to avoid potential problems in the future: IK isn't always capitalised: ik_ACT_tail_5, ik_tongue, ik_underarm_L, ik_underarm_R These joints contain full stops: paunch.002, w_C_L.001, w_C_R.001 Apart from the German joint names, some are capitalised: Bone, Hand_L, Hand_R, The model should use one of the colours as default and the skins be updated accordingly. The model def contains a lot of additional anims, commented out, that don't exist yet but could imo make sense for an AI dragon: The sleep_down anim seems to be broken, the .def stops working if it's included. I'd suggest making the colours less vivid to make them fit TDM's world. Skyrim's dragons would make for good inspiration for the colour palette imo. You'll need to know which frames should be accompanied by sounds (footsteps and attack sounds). The archive contains a start for the AI entity def. To make it more realistic as an AI, it'd help if the wings stayed closer to the body throughout the animations. Speaking of wings, those spikes sticking out of each wing seem way, way overdimensioned. Samson has actually updated the md5 importer/exporter for 2.8.
    1 point
  11. Okay, so I have just started on this huge fantastic mission and I'm a bit overwhelmed. I'm climbing around the roofs from one open window to another and have no idea anymore where I am ;). But I already found a minor and a major issue that you should fix in an update: Minor: At the factory near the weapon shop I wanted to climb up to where the rope arrow is hanging and I could partly move into the wall and look out of the map. Major: When trying to get the emerald while picking the case I got red feedbacks so I assumed I need a key. Please disable this, so it's obvious the lock is elsewhere!
    1 point
  12. @grayman Cheers for the prompt, the final piece has now been documented in the page two Guide Post Phew, I think that documents everything to find and discover secret and quest wise, though I might add some extra stuff in about the different ways to deal with the Assassin rather than just how to find them. Hard to believe documenting this FM has consumed the better part of the past week or so of my life. Good work chaps.
    1 point
  13. Your view in real life doesn't bob up and down because your brain compensates for any small movements. Adding movement to the game would make it less like real life, not more. It would be like adding blinking.
    1 point
  14. Cool Victorial Water tower, could make a cool Mages Tower Mission.
    1 point
  15. Let's try not to mix different things together, it only muddies the argument. Far as I understand the story from Wikipedia, one guy in an article critized the game he'd never played, and the developer called him on his bullshit. Nothing was censored, games to this day still have black and female zombies, and I'm not aware that anyone then or now has been trying to raise that particular argument again? Sounds to me like a non-issue - you'll always have some people speaking nonsense, that's just par for the course. I'm inclined to agree with you on the TV series. I don't know that particular show, but even if you have legitimate issues with its contents, I'd argue that pretending it doesn't exist is a poor choice and a missed opportunity. For the magic cards I lack a bit of context, not knowing the history of those cards and not being a Magic player myself. The one card that the article shows I can immediately understand why it's a controversial card, although in the right context I'd also accept it as a brilliant satire. Though from what little is in the article it doesn't sound like it's satire, so... As for renaming technical terms: the move from Github at this particular moment in time is virtue-signalling and activism, for sure. To be fair, though, this debate has been ongoing for several years and precedes the recent protests. Some projects already switched terms a while ago after long debates. And given that it's been public and controversial debates, I don't find fault in that. Eventually, any decision taken will displease someone But even if you find the renaming unnecessary or downright moronic, I don't see that anything is being censored or oppressed here.
    1 point
  16. Riiiight ... I think you forgot to mention George Soros somewhere in there...
    1 point
  17. I'm sorry, what are you talking about? What zombie game was released in the past few weeks that sparked outrage about its zombies? TLoU has sparked plenty of outrage on different things, or did I miss something here?
    1 point
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