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Showing content with the highest reputation on 04/16/21 in all areas

  1. In principle it'd be great. I think at the root of it ... well the Steam people themselves really don't like GPL-based code, because they worry about integrated Steam-related code (GPL3 would require that to be released and covered by itself); so to begin with they weren't very welcoming and IIRC said something like it's rare that we ever clear any game under GPL3 (but technically not impossible; I think there were like a handful of games that have done it). The accounting for all of our IP is also a pain, and that's before you even get to the authorship issue. Those are still issues that might be resolved possibly, but even if they could be, I think the root of the issue is more simple ... Going on Steam would require us to incorporate in some form and take on some formalization and to boil it down, that's not really our ethos ... because while we have a Darkmod Team, Darkmod doesn't belong to any set of people. It belongs to the community; it belongs to anyone contributing to it in any way. It's your game too. That and I don't think anybody on the team wants to be filing tax forms and yearly reports and claiming the mantle of legally speaking for the game for basically their hobby. I don't know. That's been my take, but I've always recognized different people have different takes & I respect that. There's a lot to be said in favor of it going on Steam too. I don't want to dismiss it. Anymore, people really distrust downloading anything from a source they don't know anything about. There's multiple balls in the air one has to juggle, and this is how they seem to be aligned right now.
    6 points
  2. I'm still around but full on with my other work too. I will redo the original 20+ recordings due to the issues with faulty equipment and record all 80+ lines needed. Do you have a point of contact that has enough free time to work with me? I realise that you've been busy too. @Petike the Taffer
    3 points
  3. I know what you mean but I am afraid I just provide text to the voice actors - sometimes accompanied by generic hints like "make him sound like a fool" or "use your Builder voice" or "please try to imitate vocal set xy" and then the voice actors derive the rest from the text. That worked well till now. So, you see, I do not really have experience with voice direction. Hm...let me check what has been done so far and I will get back to you...
    2 points
  4. Congratulation son your release. Downloading now
    2 points
  5. The way that input and windows are managed for Linux has become rather dated, causing a multitude of issues. To fix that, I am currently evaluating if we can just use a library (GLFW) to handle all of that for us. First impressions are rather positive, on my end I see generally improved behavior. However, since Linux is a rather diverse ecosystem, I need additional testers to rule out I broke something important. So if you have some time to spare, I'd appreciate it if you could give this build a try: https://ci.appveyor.com/api/buildjobs/6kbqskyx3tmla74s/artifacts/build%2Fthedarkmod.tar.bz2 Just extract to your installation, delete your darkmod.cfg and give it a spin. I'm particularly interested in input and alt-tabbing behavior. Whether it improved something for you or broke something. Thanks!
    1 point
  6. For me the main problem with leaving decorative brushes & patches as worldspawn is that wherever a brush meets another brush, dmap will try to optimise them in all kinds of ways. With increasing complexity you risk getting artefacts such as missing faces, glittery lines because of many very thin triangles and weird shadow projections, which typically all get resolved by converting into func_static. Furthermore, dmap will also generate unnecessarily intricate pathfinding areas around such brushwork - it would be better just to surround the whole thing in simple monsterclip brushes. As Springheel says, it's also great to be able to just enable the "All entities" filter to strip away the decorations if you ever get a problem with sealing, pathing, visportals etc
    1 point
  7. Thanks for the quick reply - yes the Captain's locker. As I said, I guess I was too far away and / or pointing my mouse to the lock was wrong. It worked when I bumped into the locker and tried again. I didn't remember that I have to be this close to a locker to open it with lockpicks. Could be that this came with 2.09 or the needed distance was setup this way in your FM. No problem, as I said, it was my fault.
    1 point
  8. Hello @SeriousToni, To which footlocker are you referring? Captain Williams? We have not encountered this issue, so a little more info would be helpful. Are you saying the lockpicking function does not activate, or that the lockpicking itself is too difficult? Do you hear the usual lockpicking sound and see the small latch moving?
    1 point
  9. @Petike the Taffer@Shadow Creepr Well, if it is ok with you, I will take over the project and agree all related steps with Shadow Creepr directly.
    1 point
  10. Certainly, that would be great if you don't mind! Hope you enjoy the rest of the mission Oh, and I can't take credit for the cinematics - that was all @Kerry000!
    1 point
  11. @Frost_SalamanderJust started playing this one last night - great job on the intro! Before I got too far into playing it, though, I did remember seeing your comment on collecting things for a future update. I've been noticing a handful of minor geometry issues here and there and I'd be happy to collect them as I play though, if it would be of value to you. Nothing I've seen is super-obvious or gameplay-breaking, but just smaller things I've become accustomed to looking for in my own mapping activities.
    1 point
  12. Do we have a thread collecting lootlists for TDM missions ? I would like to expand that and update that, if possible.
    1 point
  13. New dev build is available: dev16225-9284
    1 point
  14. @Petike the Taffer I'm fine going ahead with the lines as written, but if there is a very specific sound that's needed then I would need to know that. My main thing is being able to get feedback after a set of files so that I know it's sounding the way you want. To save future confusion, can you remove the files posted previously so that they won't be used as the base files. The quality of sound with my new mic is such an improvement. I've received good feedback from the files I've recorded recently.
    1 point
  15. Don't worry, I meant that as a joke. I don't think robots should speak in exaggerated pseudo-Elizabethan. I meant steam-beasts bought by Builders for guarding (though that depends on whether they'd approve of them at all), but even so, if the steam-beasts should ever be "voiced", they should speak in normal English and the sentences should be bland and short.
    1 point
  16. @Dragofer Oh I got it, I was using shift MMB instead of ctrl MMB . Didn't even know ctrl MMB was a thing : D Thanx a lot.
    1 point
  17. It looks like you're trying to copy-paste a texture (2D project) from a brush surface onto a patch. Just copy the texture from the brush surface with MMB, then paste onto the patch with ctrl + MMB - this will project the texture onto the patch. If the brush surface is not in the same plane as the patch you'll get a stretched texture.
    1 point
  18. I wouldn't use any site that gives you the above sentence. You can't just find/replace "you" with "thee". And remember, in the TDM setting, steam-beasts would have no connection to Builders, and wouldn't use religious speech anyway.
    1 point
  19. I've gone over to Lingo Jam and had some sentences rewritten to Elizabethan English. The results: "Halt, knave ! Throweth down thy arms and surrend'r !" "Stand ho, foul felon ! Giveth up thy thiev'ry !" (stand ho = stop) "Thee shalt not evade the law, rotten knave !" "Assaulting. I shalt maketh quick worketh of thee, vile burglar !" "Thee daw ! Thee cannot escape !" (daw = fool) "I am stout, and thieves like thee gallow easily." (strong, scare easily) Imagine the robots barking this out, in either Builder voices (as above) or in some commoner and thief cant.
    1 point
  20. I think what Shadow Creepr would really appreciate would be some voice direction. The female voice set is effectivelly non-spoken, it's all vocals rather than words and sentences, but even that sort of performance requires at least a bit of direction, so it could fit with what we'd want to hear during gameplay (in missions using the female voice set for the player character). People have commented before that the recording quality wasn't bad, even if some had to be occassionally fixed a bit in post, but that something was lacking on a voice-performance level. It's fair enough to say Shadow Creepr should feel free to do her performance, rather than do a female imitation/impression of the male voice set, I agree with that. However, I think it's unhelpful to say "I didn't find this vocal convincing" without providing more in-depth feedback and some voice direction on what the voice actor should be going for. If we don't provide any voice direction, we shouldn't be surprised if some recordings might not sound adequate to us, at least in the sense we'd make them a part of the core game. I don't know what experience you have with providing voice direction for the people doing voice acting for your missions, but if you and at least one dev from the core team would like to provide some feedback to Shadow Creepr - just so we avoid people grumbling "that didn't sound convincing", "that was off in this way..." - I'd welcome that.
    1 point
  21. Hello. Thank you for getting in touch ! I was meaning to finally write to you again this week and ask whether you're not too busy, but you beat me to it. If you'd like to do the recordings, feel free to do it at your own pace. There's no rush. Quality is all that matters, really. Since there have been a few updates to the player vocalisations in the more recent versions of the core game, you could ask some of the dev team members for the new audio files and the titles of those new recordings. Just so you could do all the recordings if you want to, and not have to add new ones later. All in all, you really don't need to hurry. Put your own needs and your own work first, record in your free time when you really feel like it. If you need to contact me, you can message me here or at TTLG.com (I have the same username on both sites). I think you might still have my e-mail adress too. If you do any recordings, leave about 2 or 3 seconds of silence at the start. Just so we could potentially reduce any subtler noise and hum in post-production, if we manage to find any (I mean the near-silent ones, any louder hum should obviously be avoided as much as possible).
    1 point
  22. There were plans. You can read some info why it hasn't been done here: the posts under there.
    1 point
  23. The possibilities are very tempting (AI reacting to open doors or missing objects, relighting candles/torches), and I wanted to use this as often as possible in previous missions, but everything comes at a price. For example, Version 1 of HHVF had a guard on the first floor who detected closed doors and tried to close them again. Unfortunately, the character in question was also part of a conversation, which had the effect that he simply broke off the conversation and wanted to close the door. That was annoying, because a) the voice actor in question had put a lot of work into it and b) I didn't know what the consequences would be when I integrated this (then took it out in version 2 after I saw how boy_lag broke the conversation in a YT video). The cool option that guards react to missing objects also has its pitfalls. Also in HHVF I had two Builders who guard a door, they shouldn't leave the door under any circumstances. In a room next door, however, I had set a valuable item in such a way that another character walking in and out had to notice its absence. The result was that the other character had also sent the two Builders to search mode due to his startled search, so the door in question was unguarded, which I didn't want. Fortunately, I discovered that before the beta phase. I had used relighting in two places in HHTLC, but I was able to completely rule out problems (as far as I know), but there are certainly enough other scenarios in which relighting is not necessarily good. It's always easy to say, "Oh, I would like the mappers to use feature X or Y more often, why don't they?" Well, I'm sure a lot of the other mission makers would like to use these features as often as possible for more crediblity of the scenes, but there are usually so many things to consider that often it just doesn't work. As far as I can remember, even only a few of the guards in Thief 3 were able to re-light extinguished torches. The reason for this must have been similar to that which some pre-posters have already written here.
    1 point
  24. 1 point
  25. Just for fun I recently updated my "Ships of TDM" map with both new ships and ones that weren't included before. It's quite the view now, and most of them have fleshed out interiors: Back row from the right: Airship (Dram), Invernesse (Dragofer), Ship Wreck in 2 halves (Dram), Galleon (Dram + Springheel), Airship (Jesps, Pandora's Box), Galleon (PinkDot, core asset and found in many FMs), Barque (Dragofer) Front row from the left: Indiaman (Dragofer, Perilous Refuge), Carack (Dragofer, One Step Too Far), Paddle Boat (Dragofer), Steam Schooner (Dragofer, Down by the Riverside, Away 1: Air Pocket), Caravel (Dragofer, in Dragofer's Stuff), Sloop (Dragofer), Brig (Dragofer, in Dragofer's Stuff), Yacht (Dragofer, in Dragofer's Stuff), Knarr (Dragofer), Boat1 & Boat2 (core assets). No shortage of ships of all types if anyone ever needs one. And a a barque interior shot taking advantage of DR's new ability to show lighting previews for all types of lights:
    1 point
  26. Having a beer at the bier outside the barn at the farm. My WIP will probably go by the name 'Lucy'. It's too large to be a first FM. The architecture is the easy part, and even that's very difficult to learn. I'm only now getting an inkling as to what goes into "building vertically" - so my FM is flat. Couldn't be flatter if it were steamrolled. But then there's lighting, audio, scripting, building a captivating immersive story... The architecture is getting close to finished. Or so I tell myself. The main plot, the core objectives, several optional side trips, are set down in outline form so there's a stable foundation. Lighting is passable. Ambient audio is very rudimentary or non-existent. Storyline audio is non-existent and at the moment the story is told mostly through notes tied to starting/completing objectives, and to fx. There are no intro screens/video/texts yet. I don't know if I even can finish the thing. Hmmm, now let's see how that file attachment thing works to send the pic
    1 point
  27. Set r_useBindlessTextures 0 in the console and restart TDM
    1 point
  28. Look what I found while cleaning up. DUKE NUKEM 3D to buy the game I had to show my ID then I got the game in a white bag you need 8 MB RAM better 16 MB RAM for the game Pentium 60 and Windows 95 what a great time it was.
    1 point
  29. On second thought your idea might be valid for some custom robots and steam beasts voiceovers in TDM FM's. I'm just sorry for bringing out the silly parts where TTS is thought to sound well with humans.
    1 point
  30. I don't know about you but I tried tons of TTS programs. All of them seem to be complete shite. I have become physically repulsed by these robot voices. So annoying. YouTube is full of examples. Anything is better than Text to Speech voice.
    1 point
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