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Showing content with the highest reputation on 09/24/21 in all areas

  1. Stolen Heart Release Candidate 2 is now available, now with much less disk space, and a bit more to wonder about, like this door here...
    2 points
  2. tHe bLAck MaGE If my recollection is correct, Grayman posted a few shots of this WIP (from the outside) back in 2017 or 2018. I've added one larger and two smaller new areas and decorated the remaining rooms similar to Grayman's style (that is, I tried to do so). Here a few shots from the rooms/areas in question: It took me ca. four weeks to finish all of this. Since most of the other essential tasks (efx, ambient sound) had already been set up by Grayman, I can already start with gameplay/puzzles, readables and dialogues. His text briefing will be translated (without changes!) into a briefing video with voice actors. Based on this introduction, I have created a number of (mostly manic) additional characters, all of which will appear in dialogues or via phonograms in the game. This mission will not be a sad bow to Grayman. On the contrary, building on his story abstract, the entire mission shall become a humorous experience, not too difficult to play, as everyone should have the opportunity to complete one of his last creations. I can only hope Grayman would have liked it.
    2 points
  3. Hello all! It has been too long since a contest has been organized so this is an overdue proclamation. Part 1: The theme of this contest is "connections". This means that the mission must in someway relate to the story or characters of another existing TDM mission. For example, you could create a mission that creates a side story that connects a Thomas Porter series mission to a mission in the Penny Dreadful series. You could also create a mission that tells the story of what happened to a side character in a Thomas Porter mission before the events of a subsequent Thomas Porter mission. If you are the author of a mission series, you are free to create another entry in your existing series but are encouraged to somehow connect that new mission to a different author's series. If you are not the author of the series, it will be up to you to decide how strongly you describe or imply that your mission is connected to the series. Feel free to make branch stories of the main TDM campaign missions or be more adventurous and branch out from a unique gem like Blackgrove Manor. If you do intend to strongly associate your connected mission to a mission not created by the TDM team or Crucible Team, it may be best to reach out to the original author of the mission for approval or guidance. You are only free to create "official sequel" missions for a series if you either created that series or have approval from it's author. For example, should you decide to create a new Chronicles of Skullduggery mission and call it "COS 4: Sneaky Snacks" chances are that Bienie would not approve of this unofficial sequel and we could not host it or allow it to compete. It is safer if instead you create a mission that tells your own story but incorporates location names, characters, and story elements from an existing mission. Further, when incorporating these elements they should remain largely untouched. You can have your character discuss where Thomas Porter was going (etc) but you should not change Mr Porter's sexual orientation or conjure some story about his desire to quit his adventures to become a hot-air balloon operator. ( Unless the author Sotha approves of your fanciful divergent version of Mr Porter ) More "safe" ways to "connect" your mission to an existing mission: A story book (readable) that tells a fable version of what happened in a different mission. A character who hates the protagonist of a different mission for some reason. A character who has visited a town from another mission. The "connection" attribute will add to the "story score" and will be voted on. ( Ranging from 1 added perfect vote to 5 added perfect votes biasing the average. ) Part 2: 2.10 OPTIONAL Dev Build Bonuses To help promote the 2.10 beta process and encourage more testing, additional points will be added for using features from the latest TDM versions. This will be a risk \ reward scenario since cutting edge features may need to be changed or even removed by the final 2.10 release. We will work hard to ensure that features that are critical to the design of these missions are maintained and improved but we may not be able to guarantee 2.10 beta features will be considered stable for production. Mission authors are free to release a two versions of their mission ( 2.10 and 2.09, or 2.10 and 2.07 etc ) if they want to allow players who don't want to use TDM 2.10 beta ( Dev builds ) to play their mission. This isn't just a 2.10 initiative, you can see below that we are also awarding authors who use features from 2.07 to 2.09 as well. The newer the feature, the greater the reward. The reward for using a new 2.10 graphic or game-play feature will be 6 perfect votes added to your voting average. The reward for using a new 2.10 asset ( texture, model, sound, etc) will be 2 perfect votes added to your voting average. The reward for using a new 2.09 feature will be 5 perfect votes added to your voting average The reward for using a new 2.09 asset will be 2 perfect vote added to your voting average The reward for using a new 2.08 feature will be 4 perfect votes added to your voting average The reward for using a new 2.08 asset will be 2 perfect vote added to your voting average The reward for using a new 2.07 feature or asset will be 2 perfect votes added to your voting average These points will be averaged into either the graphics or game-play section of voting depending on what you add. I will attempt to identify what features are being used but will kindly ask that authors declare which features are being used in their submission thread. Standard Contest Scoring: Total Points = (gameplay * 3) + (Appearance * 2) + (Story \ Theme * 1) Max Possible = Total Votes * 5 (Outstanding) Category Score (%) = Category Points /Max Possible * 100 Total Score (%) = Total Points /Total Max Possible * 100 The vote count was equal in all categories for everyone so: TotalMaxPointsPoss (TMP) = AllCategoryVotecount(ACV) * 30 Full Weighted Score (FWS) = (Gamescore*3 + Visualscore*2 + Storyscore) / TMP Pre-existing maps: The contest will be for newly created missions. Authors can use modular assets and prefabs and limited pre-made map sections. If you wish to use an existing WIP mission, you will need to declare this in your release thread and other participants will need to agree that your mission should be allowed to compete. Otherwise, if multiple authors with WIP missions decide to join we can create a separate scoring for those missions. The submission deadline will be Christmas Day ( but we can extend the deadline if all participants agree to the request. ) ================================= Final Contest Entries: Winner: Wellingtoncrab "Iris" 97.08% Second Place: Bikerdude, Amadeus, Dragofer "Written in Stone" 95.28% 3rd: Kingsal "Hazard Pay" 95.06% 4th: Down and Out on Newford Road - thebigh 81.01% 5th: Paying the Bills 0: Moving Day - Jedi_Wannabe 77.64%
    1 point
  4. I've always ran into an unsolvable limitations when it comes to creating FM independent mods. This probably wasn't brought up a lot as I seem to be one of the few creators working on universal modifications rather than per-FM ones, meaning they're meant to always work when placing their pk4 in the core TDM directory. The issue is similar to tdm_custom_scripts.script: Since script files don't get automatically executed but must be called (unlike defs) you need to run yours by using an #include then calling your main function from a builtin script called tdm_user_addons.script. The problem is you can't have multiple addons installed this way since each pk4 overrides that file causing only the last one (in alphabetical order) to function. With tdm_custom_scripts this isn't an issue as that's meant to be overwritten per FM and only one can be loaded by design... for tdm_user_addons it becomes a problem when you want to make multiple mods that don't conflict with each other. I wanted to know if there's any workaround so far, or one could please be taken into account for the next update. Can we have some means of automatically #including a global script with an unique name? A quick solution I'm thinking of is to just automatically execute the script with the same name as the pk4: If you have "tdm_mod_whatever.pk4" inside your DarkMod directory, "script/tdm_mod_whatever.script" would be ran by the engine once the map starts, or something among those lines.
    1 point
  5. Select another mirror inside the installer. Or download the standalone from moddb.
    1 point
  6. I don't know about approval, but it would definitely give me a good chuckle! Exciting that there is a new contest out, haven't had one of these in a long time! I like the theme of connecting storylines too. We'll see if I have time to participate, been rather quiet from me lately unfortunately, but I am well on my way creating a prequel to the CoS trilogy. If all goes smoothly with that perhaps I will have time to flesh out an unreleased 3-mini mission campaign I've put on the shelf for this contest, but I would definitely have to put my nose to the proverbial grindstone to make the deadline.
    1 point
  7. What I would do to achieve the shown example is to create a longer, upright beam, fit/adjust the texture it as long as the brush is still upright, then rotate it with texture lock enabled, and finally cut the extending parts off with the clipper. I know that's not as convenient, but as OrbWeaver described it's just not possible for the texture to follow along the shear operation. Rotating would be different (otherwise the texture lock wouldn't be working), but in this example it's the shearing that makes it very hard to sense what should be adjusted.
    1 point
  8. I was wondering how feasible it would be to tweak the way brush texture alignments are handled for diagonal brushes. In the screen below I'm trying to make a diagonal brush by shifting the top 4 vertices horizontally. The top half shows the current behaviour, where the texture basically stays vertical. The bottom half shows what would be preferrable. Currently, as far as I'm aware, the desired look in the bottom half can be achieved by: Using brush-shaped patches, which is probably the most time-efficient method that's also precise. Rotating the brush. If the vertices must be snapped to grid without changing the dimensions of the brush, one can copy the brush, rotate it and use the MMB to paste the texture over to the original brush. Open the surface inspector, select 1 face at a time and rotate the texture until it looks right (i.e. by setting the rotation increment to 1 and then holding down one of the arrow keys), then adjust the vertical alignment. Definitely a wishlist kind of thing and can be disregarded if it requires drastic changes to the brush texturing algorithm. But some kind of "texture lock" that lets the texture follow the angle of the brush face would be nice.
    1 point
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