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Showing content with the highest reputation on 03/25/23 in all areas

  1. Congratulations on the release. I'm so happy Graymans last wish for his last FM be published was actually done, especially by such a skilled crew. Well done and thank you!
    4 points
  2. I prefer to have one setting like "Motion Sickness" (some better name should be chosen), which simply disables both mantle roll and headbob (and does any future adjustments for the same reason). Most people play OK with default settings, changing these only matters for the minority which feels uneasy with them. At which point it is easier to just disable all the stuff: it does not have any gameplay significance anyway.
    3 points
  3. Bachelor Mapping Challenge! The girlfriend will be away to her mum's place for almost a week, which means more mapping time for me! I'm planning a speed build. Hope it will go my way I'm starting by downloading 2.11. Don't know if I'm going to use any fancy new stuff. Just want to crack those itching map muscles that has gone dry and dead since almost a year's worth of no-mapping
    2 points
  4. I've been playing this for a couple of days now, it's fantastic, though the street sections did seem to be making the machine chug a little. It took me far too long to work out... Thanks again, your efforts in making these things is greatly appreciated.
    2 points
  5. The family portraits were generated using AI by Wellingtoncrab, using ingame screenshots of the characters as a starting point. It took a lot of iteration to get the appearance shown in the portraits.
    2 points
  6. Here we go! Fixed a lot of little issues and included prefabs for the rustic versions: If you need to change anything particular, check the spawnargs the new prefabs override on the keypad and button entities... skins colors and sounds are all customizable, I even wrote editor vars explaining what they do when you select each field in DarkRadiant. electronic_keypad_v1.1.pk4
    2 points
  7. Surrounded by greedy noblemen and treacherous siblings, Lady Kamila Leicester gets more than she bargains for after acquiring an ancient tome and performing the dark rituals within. Bikerdude, Wellingtoncrab, Dragofer, and I proudly present Grayman’s FM “Seeking Lady Leicester.” Notes - TDM 2.11 or later is REQUIRED to play this mission. You can get the latest TDM version via the installer or here. - Seeking Lady Leicester was originally a work-in-progress given to the Dark Mod community per Grayman’s wishes after his passing and was initially adopted by Bikerdude before Dragofer, Amadeus, and Wellingtoncrab joined to complete the FM. -This FM does NOT support any unofficial gameplay patch or mod. The use of such a patch and/or mod could break things in this FM. You've been warned. - "Story" subtitles are available for this FM. Simply go to Settings --> Audio and select "Story" or "On" for the subtitles setting. - This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines by disabling certain features. - This FM implements the func_peek mechanic, allowing players to peek through any door that has a keyhole on it by leaning forward. PLEASE NOTE: This function has been known to cause crashes for a small number of players in the past, likely due to using the 32-bit version of TDM. At no point in this mission is it required to use the func_peek mechanic; it is purely optional, so feel free not to use it. Download Version 1.1 This FM is available for download via the in-game mission downloader, or here via Google Drive. Promotional Screenshots ThiefGuild Thread Credits A big thanks goes out to Noelker and Goldchocobo for their wonderful voice work with the briefing and conversations, JackFarmer and itsPapiD for their fantastic briefing video, and nbohr1more for his story contributions and writing one particular gameplay feature that I won’t spoil here but you can read about in the readme.txt. An even bigger thank you goes out to our beta testers: nbhor1more, Daft Mugi, Silverwolf, Havoc, Datiswous, Cambridge Spy, Aluminumhaste, Thebigh, Ate0ate, Acolyte6, Kalavi, JoeBarnin. Thank you all very much for your fantastic feedback and tireless efforts as this FM evolved throughout the course of development! Asset Credits - Arx EOS’s Fish - Epifire’s models - Kingsal's Assets and Textures - WellingtonCrab’s assets and textures - Obsttorte's frob loot script - ZergRush's custom Grayman painting ===================Rest In Peace Grayman. You are missed=======================
    1 point
  8. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
    1 point
  9. Congrats, a great Mission. I played it today for some time, but I think It will take me several hours to finish. Tomorrow more. PS I fount a little switch above the lift in Lady Lancesters Room, I use it, but until now I dont find anything for what it is. I'll try also putting the candles with the same height in the secret room. Thanks for the tip.
    1 point
  10. Now I'm not gonna derail this thread too much by getting into the Dark Forces games, but I will say I loved those games growing up and played them til the CD practically melted in the drive. Glad your enjoying it though, and now when you are done you can play SLL!!!
    1 point
  11. I haven´t played it before, Dark Forces I and II were long standing games in my "I wish to play these some time" list, and I finally got to do that - I had a taste for something quick after almost 2 year of slogging through Pathfinder: Wrath of the Righteous (brilliant, but too long game - as I am getting older these 200h games are just nuisance and I ma getting tired playing them, everything up to 60hours of gameplay is just right for me), and Dark Forces 1 did exactly that for me - I was playing it at the latest version of the Force engine, which allows saves during gameplay, just like build games, and thanks to that I swiftly passed through it in 4 days or so. After that I started Dark Forces II and I liked them less than DF1: the main protagonist´s movement feels clunky in comparison with DF1 and force usage and lightsabre attack are worse and more complicated than in Jedi Outcast. I must say I enjoy the datadisk much more, as it combines few buttons in to one + have more usable force powers (the light side in DF2 main game is boring as fuck) + they finally introduced saber throw! Plus after I will finish it, I can say I played all the games in Kyle Katarn saga
    1 point
  12. FYI, as I work on The Wench, I'm adopting the following style to using parentheses. This differs in my earlier treatment for The Thug and The Lord, where square brackets were more frequent, with a different meaning. (I plan to revisit those subtitles for this and other reasons, after The Wench). [Fragment from my eventual style guide:] TO BE DETERMINED: Some styles of including a speaker ID in a subtitle use parentheses or square brackets. This is not important for subtitling barks, but may be for “verbosity story” subtitles. Parentheses. These are used to refer to what the AI is saying/vocalizing. The most common purpose is: Descriptors for non-word vocalizations that are not otherwise represented, e.g., (coughing) (sneezes) Other purposes, used sparingly, are: Descriptors for vocal style or sound quality, e.g., (sing-song) (hoarsely) Indicating the speaker’s physical or emotional state, e.g. (surprised) (sleepily) (drowning) Providing stage directions or context, e.g., talking (to buddy) Indicating the speaker is actually talking in a foreign language, though shown in English. As the examples indicate, the text within parentheses should be all-lower-case and relatively short (for CPS/WPM considerations). If it refers to the entire phrase, put it at the beginning, and, if using a verb, favor the “...ing” form, e.g. (humming). If it refers to a particular location within the sound file, if using a verb, favor the active-form, e.g., (hums). For a long sound, consider indicating its conclusion: (humming done) or (/humming). Do NOT use parentheses (or square brackets) to enclose speech to indicate: whispering or sotto-voce. Instead, add a prefix word (whispers), (whispering), (confidentially), etc. asides by the speaker. Dashes can be helpful to set off such speech, or an embedded “(aside)”. Be modest in indicating the loudness of a bark; while the voice tone can be evident, the actual volume that a bark is emitted is not under the subtitler’s control. Square Brackets. These are: Mainly reserved for future “verbosity effects” sounds. Can be used for non-vocal sound included with a bark clip, whether associated with the AI or not, but important enough to warrant a subtitle mention. This will be rare. Example: [claps]. Curly Braces. TDM fonts do not support these.
    1 point
  13. I remember I found it great that you implemented this, because personally I think the mechanic is not really needed in enough missions.
    1 point
  14. The lantern has seen some improvements by myself, Amadeus and Goldwell. If I shared that file on Discord its probably the version that has those improvements.
    1 point
  15. Regarding fonts stretching. Maybe I should try to implement width stretching in engine? Suppose that someone specifies "fonts/carleton$aspect=16:9". We break this into font + parameters, load the font, then do some postprocessing. If aspect=A:B, then we scale down by X in (A/B) / (4/3) times, e.g. scale down in 4/3 times in case of aspect=16/9.
    1 point
  16. I've always wanted something like this in TDM! thank you so much.
    1 point
  17. Hmm... Capped or uncapped FPS ? Edit: Nevermind. WellingtonCrab appears to have a good lead on fixing this one now.
    1 point
  18. This is covered in the Training Mission, and a handful of other FMs utilize this mechanic as well
    1 point
  19. Does this phobia extend to missions that require swimming in fish infested water? Do we need to add "fish" to the spiders and undead column of the wiki?
    1 point
  20. Now that's a game I have not heard in a long, long time.
    1 point
  21. Introduce short names? Biker, Welli, Drago and..
    1 point
  22. Eh, I am not really one to complain about such things. I don't think there is much ambiguity that I contributed to the mission. At a certain point the mission downloader is not realistically going to be able to credit everyone in large project.
    1 point
  23. We gotta do something about the in-game authors display in the mission selector, it is cutting off WellingtonCrab's name. Any objections to changing the entry to Grayman, Fractured Glass Team ? (etc)
    1 point
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