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Showing content with the highest reputation on 07/23/20 in all areas

  1. Hidden Hands: The Lost Citadel ============================================================== Title: Hidden Hands: The Lost Citadel Filename : hhtlc.pk4 Authors: Jack Farmer with Amadeus & Joebarnin Date of release: 18.09.2020 Latest version: 5 (released June 2021) EFX: Yes ============================================================== Hidden Hands series: I - Initiation II - Vitalic Fever III - The Lost Citadel ============================================================== Available via the Dark Mod Mission Downloader (Version 4) ============================================================== Jack Farmer: Mapping & drafts Amadeus: Editing and revising of all texts for readables, narration and dialogues, testing of gameplay and gameplay mechanics, all alpha testing & performance optimization joebarnin: Beta testing lead, debugging and debugging reports Beta testers: Krilmar Joebarnin Cambridge Spy manzanita-crow Shadow Voice actors: New Horizon: The educated Builder & Brother Gilbert (Briefing video) Goldchocobo: The naive Builder, guard (A union of its own) Jedi_Wannabe: Two guards (Of monsters and master guards) AndrosTheOxen: Jonus, guard (A union of its own) Boy Lag: Guard (Evolution of the peasants) Malasdair: Narrator (Briefing video & in game comments) Special thanks to: - Springheel, Sotha, and Fidcal for the tutorials - VanishedOne, HMart, Destined, Grayman, Joebarnin, Dragofer, demagogue, AluminumHaste, STRUNK, Geep and ERH+ for patiently answering my questions and solving in-game issues - All voice actors & beta testers for their great support - All others not mentioned here who answered my questions in the Newbie thread or via PM Pilfered items: - Setup for the main menu animation originally developed by Goldwell for "Snowed Inn" - Portal sky with trees originally developed and arranged by Dragofer for "Down By The Riverside" - Selected cliff sections originally developed and arranged by Dragofer for "A Perilous Refuge" - The scary, red-eyed Builder ghosts that have been originally developed by Bienie for "Longhorn Lodge" - Floating boat set-up originally developed by Bikerdude for one of his missions Contributors from the Inventor's Guild: - STRUNK created a prefab (S.T.A.R.S) used for various puzzles and mechanical items, he also helped with models - Dragofer supplied the experimental func_mover entity (modified by STRUNK to fit the mission purposes) - Joebarnin provided the script alteration for the mechanical locks - Grayman adjusted the switch/door mechanics for all sliding doors and fixed several AI problems Additional ambient sounds by gigagooga All other new ambient tracks and sound effects produced and mixed by Jack Farmer Explosion sound taken from freesound.org produced by tommccann Drowning man sound taken from freesound.org produced by muses202 Engine room machine sound taken from freesound.org produced by Astounded Electric zap taken from freesound.org produced by Joel_Audio Briefing video by SirSmokeALot "Walk On Roses" (title screen reprise) RC Deickler - Drums & loops R. Recum - Keyboards gigagooga - Additional ambient outtakes This mission is dedicated to all past & present Dark Mod and Dark Radiant contributors - thank you for all of your hard work over the years. ============================================================= Listen to another crazy inventor and learn more about his sick brain! Marvel at the latest inventions from the Inventors Guild! Sneak through long forgotten ruins and face (yes. I know, once again) the unspeakable evil! Show the undead that the living are not to be trifled with! Solve puzzles the complexity of which would even melt the brains of Nobel Prize winners!
    5 points
  2. I recently upgraded my AMD graphics drivers and in the latest version of their configuration app, they are listing a couple of my installed games (which I have been happily playing for years) as "Minimum system requirements not met". System "requirements" that aren't actually requirements, just guesses as to what sort of hardware would give best performance, are pretty much useless in my opinion. The only things which should be listed as requirements are actual hard requirements, like a GPU which supports OpenGL 3.0, a CPU which supports the AMD64 instruction set etc. I've never seen a game which would refuse to run if you didn't have enough CPU cores or a high enough clock speed.
    2 points
  3. 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.
    1 point
  4. TDM 2.08 comes with a wealth of new monster characters that’ll be sure to enrich future missions: Manbeast by Kingsal Werebeast by Diego, Springheel, Obsttorte & Destined Clothed and running zombies by Springheel Flame bearing skeletons by Springheel There are some things to be aware of if you are a mission author interested in working with the werebeast or manbeast: The werebeast is only partially completed in terms of animations and vocals for now, so it’s recommended not to use it the same way you would a regular AI. Some important issues were found in the last minutes of this dev cycle, in particular concerning the manbeast (i.e. LOD and material definitions). The fixes came too late to make it into this release, so please download this patch and place it in your mission’s folder if you intend to make a mission with manbeasts. If the patch was successful you’ll see a new top-level folder named after your FM in ‘Create Entity’ listing all the changed entities. There’s no need to extract the .pk4. If you see someone working with the manbeast characters, please point them to this patch to make sure they’re using it.
    1 point
  5. Hello! I sat and read a book and felt an urge to map/play TDM, so I went to the computer and started up the mod and saw that my current version was out of date. I haven't mapped (seriously) for some years but I see now that you've released 2.08! It makes me really glad and brings tears to my eyes that the dev team still cranks out exellent content! I must bend away my thoughts and thinking of "I cannot make anything useful..." and try to make another mission! In other words, Fieldmedic is not dead, I'm trying (again) to take up mapping! Cheers!
    1 point
  6. 1 point
  7. Super big congrats on release! I was honored to have a sneak peak.
    1 point
  8. Big congrats on the release! And, the mission is now available in the mission downloader.
    1 point
  9. Congrats on the release! Excited to try this one out!
    1 point
  10. Congratulations! This is a massive and enjoyable mission. Get ready for multi-part fun! Interesting, that this mission and The Painter's Wife were released close together. They don't have much in common, other than they are excellent (IMHO) and HUGE. A tribute to the modders, and a tribute to TDM platform that enables two very different missions.
    1 point
  11. Yeah!!! Congrats on finishing this gargantuan mission
    1 point
  12. I think it will work that way. There are two ways to allow a guard to pass through locked doors: if they have the key, or if they have the 'can_unlock' spawnarg. So if you attach the key to the guard but don't give them 'can_unlock', they can pass through the door if they have the key, but once you steal it from them they won't be able to open the door. At least, that's my understanding of how it works. I haven't actually tried this.
    1 point
  13. It would also require an entirely new inventory management system where you can view your loot, see how much each weighs, and drop loot that is too heavy. None of that currently exists. Presumably it would also have to be integrated into the tools inventory system, unless loot weighs you down but tools don't.
    1 point
  14. It's clearly not ever going to be a standard feature, but I think you weren't asking for it to be. I think there are two ways this could happen in a more limited form that would get more sympathy. 1. An individual mapper could use the mechanic for only their map, and... 2. Someone could rig a patch that players that like this idea could drop into their game folder and it would create this mechanic for all maps just for those players. I think the first idea, if it works like what Bienie said, I think all of that could be scripted for an FM... The inventory limits, the slowing movement, using the shouldering mechanic, etc. As for the 2nd, whether that same script or something derived from it could be applied to all FMs is something I think might work but I don't know. But it's worth somebody trying if there's a lot of interest in it. I've always thought the best way to learn the code for this game is to have a personal project like this that motivates you to figure out how the code works so you can do it. And the great thing about that is then you can help out fixing other things or have other ideas for features that can benefit all of us. So while I don't really like this idea myself (except seeing it in an individual FM might be interesting), I encourage people interested in it to try their hand at implementing it.
    1 point
  15. Absolutely loved this mission. Well done Bienie! It's what I would call in my humble opinion, 'near perfect!' Right from the gun you could tell this was going to be a good one - and it was! Here - take my whole night's loot for your brilliant effort!
    1 point
  16. Wow, this was one heck of a challenging experience. Loved this mission. So tough but so rewarding. This took me hours and hours to finish, two days actually. I missed out on a lot, about four thousand gold, dammit. Plus, I only got a couple of secrets. Oh well. Had some trouble figuring out where to drop of the stuff from the side jobs, let alone where to find the rewards. But it's a small matter in such a huge, complex mission. Didn't do the challenges yet, but found that they exist, so... yay for next time! Had a couple of issues, though. For one, when pickling locks, whether doors or chests or whatever, I kept getting both the success and failure sounds at the same time, regardless of whether I actually succeeded or not. Kinda weird. Don't know if this was a mission-specific thing or the newest-update thing because this was the first mission I played since updating TDM... Maybe others have already mentioned this...? Second thing was In any case, thank you so much, Bienie, for a wonderful mission
    1 point
  17. Sounds like there is a lot of resistance to the idea, not surprisingly. I don't think it's something you should force on the player, if anything it would have to be only applied to the highest difficulty of a mission and communicated to the player beforehand. I mostly find the idea appealing from a challenge perspective, and it is reminiscent of the weight system in Escape from Tarkov which is a super challenging game. I'm happy with the default loot system though so it's no loss if this is never implemented.
    1 point
  18. Go play thief simulator, there you have an encumbarance system! The game is utter crap, but still kind of fun.
    1 point
  19. Agreed. and adding a network-device to the requirments is also great. And to make it more userfriendly, how about adding hardware requirements detector? (tried earlier to make one) And we can add a linux distro to the OS list, like OpenSuse. (Official OpenSuse build page for TDM)
    1 point
  20. If you install all missions the whole TDM folder goes up to 12 GB, so we better say something like default 5 GB to 15 GB needed (for future missions ;).
    1 point
  21. For example, how i would calculate the required diskspace. D3 bfg needs 11,0 GB TDM (1.08 standard installation) needs 3,56 GB But people want to store some more missions and savegames, so i would add +/- 3 GB more.
    1 point
  22. im not a hardware guy, but if I give a suggestion. How about expanding the known D3 minimum requirements, with requirements that the new TDM features need? ==== doom 3 bfg (source: https://store.steampowered.com/app/208200/Doom_3_BFG_Edition/) ** Minimum ** OS:Windows vista/ Windows 7 Processor:2.0 GHz dual core Memory:3 GB RAM Graphics:NVIDIA GeForce 9800 GT / ATI Radeon HD 5750, 512 MB video RAM Hard Drive:11 GB Sound:Windows compatible sound card ** Recommended ** OS:Windows Vista-64/ Windows 7-64 Processor:2.4 GHz dual core Memory:3 GB system RAM Graphics:NVIDIA GeForce GTX 260 / ATI Radeon HD 5850, 768 MB video RAM Hard Drive:11 GB Sound:Windows compatible sound card Additional:3D Monitor + compatible glasses ==== And from the wiki: TDM Known System Configurations
    1 point
  23. We've had some high-end master race gamer come crying in the forums that their uber rig can't do 4K with 16xAA and SS maxed out On the other hand Radeons 4000 theoretically must run TDM but give black screen practically. Nvdia drivers can crash the app when a particular mission has used up too much VRAM. How do you put that in system requirements? I think it's the mapper's duty above anyone else to suggest the PC speed level as mappers are not limited in that.
    1 point
  24. Because nobody knows them?... At least not good enough to post them officially.
    1 point
  25. Exactly. In TPW this happened to me with the assassin. I knocked her out without knowing who she was or getting any kind of quest, so when I did I had a hard time to remember where I met her! Something similar happened here with the Clara side quest: I found the solution much earlier than the quest and I guess most players will do so, unless you fix the windows ;). Also in that regard, please make it possible to take the breads before you get the quest. Just stop the player from eating them, because here again I had to backtrack a lot after getting the quest trying to remember where I already had seen them...
    1 point
  26. Welcome back, and hope we will see something from you again! Sadly, I have not been very active either; the last time I touched DR was in 2016 - I am planning to change that, but life always gets in the way. Whether you will make something or just play the new missions, it is great to see you again!
    1 point
  27. You'd want to add 2 extra responses to the flame: one towards water and one towards fire, both have effects to trigger the trigger_hurt, deactivate the response to their own element and activate the response to the other element. And let the response to fire start inactive at map start. If that doesn't work you may need to change the effects to call a script.
    1 point
  28. @Ladro @Teekay @Summer - Thanks for playing! Glad you enjoyed it. That hat really is tricky to find, we might update the mission to make it more obvious. @Alberto Salvia Novella - Glad you dug it and thanks for doing the playthrough.
    1 point
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