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Lux

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Everything posted by Lux

  1. Yeah with map loads coming from the standard hard drive anyway, you're probably right Gnartsch.
  2. You might be able to do something like: mklink /j c:\thedarkmod\missions d:\thedarkmod\missions Open a command prompt in administrator mode and type the above line with your directory paths current/new in place of the ones I used. Then anything pointing at the "missions" directory in TDM should be redirected to the D: drive where your misssions are actually stored. If you want to move multiple folders, you need to make a symlink for each one since we're not moving the root TDM folder. You can type mklink /? in the console to see the available commands for a symbolic link. (this is actually a junction point to a directory that we're creating in this example) I'm not positive this will work but it should be transparent to TDM. You can copy your missions folder over to the drive, move (don't delete) your missions folder on C: somewhere else temporarily, create the symlink and then test TDM to see if it works. I'm not sure if the link is only vaild until you reboot (It may be stored in the registry). You can create the link, restart the PC and see if it still works. If it doesn't, you can create a .bat file and set it up to execute at startup in Task Scheduler so that its always active. When you get a larger main disk drive you can just delete the script and task. Or when you delete the Missions folder on D: the link will be broken/removed by the OS. The symlink WILL persist across restarts untill the linked folder is deleted.
  3. //www.youtube.com/watch?v=g-3vRnBeSgs (surprise! it was yanked.) A link for us US'ers. This is a huge problem and not just because Apple is in the spotlight. China is Communist lets not forget. Don't get me wrong, I've never had any aversion to Apple but technology as a whole is driving this entire machine. This is definitely a problem though and corporations don't like any of the answers because it cuts in to their bottom line. Its a tough problem.
  4. I'd seen that earlier in the thread, Tels. I'm not ignoring you I was just curious how someone had posted in it if it won't load
  5. Fan Mission #48: A Score to Settle, by Springheel (2011/07/01) Can't click that link and go anywhere maybe because of the # sign? Anyone have issue loading that page? I'm getting: "The page isn't redirecting properly." Which is odd considering I found the thread in the New Content section after someone had posted in it. If it loaded for them, why wouldn't it load for anyone else.
  6. Thats interesting VanishedOne. "Their first method is to have a character tell you about it, but for effective atmosphere you need to show, not tell." For me having read a lot as a kid, narration allows me to build up an image in my minds eye. It builds expectation and paints a picture and in this particular case, it made the very beginning particularly scary for me. Going in I didn't have any idea who/what/when was going to happen other than what had been built up though the verbal story. Now putting the ambience and drab scenery in to the images I'd preconceived made for a particularly creepy experience. Its interesting that you have the opposite perspective and that just goes to show that as an FM author, there are many different perspectives and playstyles to consider when designing something that is suppose to frighten.
  7. Its nice to get a group of people together, like 2-4, and then rove around and do the social thing. People outnumbered will be far nicer we've found in the past. But yeah, generally dealing with people in the game means death. That's where stealth comes in!
  8. Video titled, "ss2 Dev stream 12"... ss2? Don't tease us.
  9. I don't know how many of you are fans of Thief 3 but the Shalebridge Cradle level was also particularly hair raising and there again, they just teased you a lot initially. The later half of the level wasn't nearly as scary as the beginning though because of the reasons everyones mentioned.
  10. @SirTaffsalot Love the crown moulding and general interior in that last shot. Artfully crafted! Needs some baseboards to go with those marvelous crown mouldings though, don't forget those, and make sure the rugs aren't all exactly straight. Can't tell from the screenshot angle.
  11. I think Amnesia did this brilliantly early on in the game, at least in my playthrough. I don't know if it was the particular path or set of choices I made that brought it on but the entire misison was just quiet calm and because of the music the player knew something was going to happen but ...what? I was venturing in to old mines it seemed and the path that lie ahead looked particularly dark. Not darkish, particularly dark. Now, I'm not afraid of the dark but regardless my skin crawls and the hair on the back of my neck stands up and the darkness envelopes me and is now in full control of my senses. Hundreds of questions flying through my mind, my muscles tense with the possibility that they may have to snap in to action at a moments notice. I wander around in the dark for a bit, thinking I hAVe to find something here, look around, and do it quickly, be prepared! I'm not greeted by anything though and eventually fumble my way to some type of table caved in the floor with a candle on it and I light it.... wheew.. I breath a sigh of relief. Now I can see if only a little bit and a vague silouette of a door on a nearby wall beckons me. I go to investigate and find it open. It creaks slowly as I carefully slide in through the doorway cautious to see what's on the other side... ahhh, just a bunch of boxes. Its a storeroom. I enter closing the door behind me and start searching through the old boxes and dusty rumage. I'm in the room for a couple minutes and I think I hear something but I'm not sure what it is. I turn to look toward the door and its still closed, the sound gets closer...and closer. Closer now, its heavy footsteps and really odd creepy noises, maybe breathing. I have no weapons so I crouch down behind a large box in the back of the room. WOMP! the door shudders with a dust cloud coming off of it and shakes me to my core. I peer around the corner of the box toward the door thinking, "...no no no, go away, there is nothing in here...just go" WOMP! WOMP! It is persistent and I'm not only covered in goosebumps I'm trying to quickly figure out how in the hELL I'm going to get out of here. There are no others doors. It is the only one. Still... I'm relatively safe being behind the door. Whatever beast that lies behind the door clearly can't work a knob and I'm safe I tell myself. WOMP! WOMP! CRACK! The door is now splintering and I'm peeing in my pants a little. My fears and anticipation WILL be realized and much faster than I want, I'm uncomfortable and I want out, now. Peering over the box I see through the blackness and dusty air something I've never seen before, it is grotesque...what is it? what the hell is it? Listening to its labored breathing and scratchy nasal noises and seeing what looks like maybe an eye or a face turned inside out is still trying to get in but I'm only peeking and hoping that it does not see me. I look over the old crate again and the door stands shattered half way down and nothing is there. Its gone. Where did it go? Is it right there? Can I just not see it? Should I get closer? FUCK!? Its something I'll always remember from all the games I've played and I think they did a masterful job by sprinkling this type of situation on to the player with the remainder of the time filled with tension, at least in many places in the game. I also think DayZ does this but in a different way. Clearly there's nothing scripted going on but just the knowing, the fear of the unknown, tHAt is what its all about. Even after you've played DayZ a while, the blood races when you see another player. Initially its fear but what you figure out over time is that the other player feels the same as you, so you need to project the FACT that you're less scared then they are...even when its all lies, you may die. You may have to crawl 2 km to mend a broken leg afterward. You may die of bloodloss. You don't know. Like you said, Sotha, after you've seen it and dealt with it, you can manage it. The key there is dangling the carrot just enough and then taking it away. Its the unknown.
  12. That's a LOT of triangles!! ...and gawwwd those old gigantic machines are just works of art. Too bad they're worth more in scrap cast iron most of them.
  13. Being close to a metropolitan area is balls for watching the stars/night sky. Maybe they should turn off Bloom next time!
  14. The first is eerie and daunting, love it. Dungeons/caves, etc. would be excellent. The second one is excellent as well, very atmospheric and airy/void feeling. For ambient, subtle and mimalistic is the way-to-go if you ask me. I'm not someone who generally likes music at all in games because they Michael Bay it up way too much. This kind of stuff is spot on IMO. Thanks for letting us have a listen!
  15. Its completely overcast here (today/tomorrow) so I doubt we'll be able to see a thing unfortunately :\ Looks pretty cool though!
  16. Congrats to all three of you and buck28 in particular. Very close and well deserved. A lot of fun and spookiness you all brought to our Halloween. Thanks!
  17. @Moonbo, I think they look fine too and you could also try a couple things: 1) A bevel on the bottom edge. That would go with the curve of the ceiling and taper it out toward the wall. 2) Recess them a bit so they stick out half as much as they are currently. 3) Recess them + a bevel. Just some suggestions to try. I think its the shadows cast off that edge that are giving the frames the visual "weight".
  18. I can help on 1 and 3. No, I have no examples of readables I've done so you can take it on faith and give me a shot or you can just let me beta test. Your call. I'd like to help though.
  19. I'm not of the mind that its hard to listen to bUT, I do think the intensity of the sine pulse needs lowered... a lot. Reason being, for me, is that the background keyboard bit that is very soft will fade out to nearly inaudible when once the sound is used and volume of the main sine reduced to an "ambient" kind of level. I really like the light keyboard pulses throughout the piece and (solo) at the end. Can you try something, try leaving the little keyboard segments throughout and bumping up the volume on those a few decibels and then using the sine pulse as the "more background" pad. So kind of the reverse of the present track but with the sine pulse volume lower than the keyboard segments and with the keyboard segments raised a few decibels. Then after that balance is established you can bring up the master on the whole track and we can reduce the volume for listening. I'd like to hear that.
  20. Picasa allows you to do that as well, text + brightness adjust and other image stuff. You're probably opposed to "google" apps but it works great for adjust screenshots and notating them. You can't really draw arrows per se but you can type a text block or just keep a "standard" one available to ctrl-V in to the text box like -----------> Then you can rotate it, move it around, resize it, change the color, etc. It also has a nice directory tree to the left with all your separate FM folders, whatever to organize your screenshots. You can also just select them from there and upload them for viewing/posting on the forum. Its handy but it may not be your bag.
  21. I see. I got excited and forgot you were using BFG. Thanks for the reply.
  22. Now they just need to add sexual assault to the options and then the game will be banned before ever seeing the light of day.... I mean why go out in to the world when you can be beat up, hand-cuffed, force fed disinfectant, raped, and eaten from the comfort of your own home! Maybe that's their aim. They got their alpha cash grab 30-40million so they implement cannibalism, get the game banned, and then never have to finish it saying, "we can't make the game we want to make ::sadface::". I know, its a paranoid assumption.
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