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Petike the Taffer

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About Petike the Taffer

  • Birthday November 17

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    https://forums.thedarkmod.com/index.php?/topic/17374-slovak-translation-progress-screenshots-etc/

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    Male
  • Location
    Gothic clockpunk shire of Zemplín
  • Interests
    Tiff-taffin' around...

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  1. Specifically, it's the city hall in the middle of the central square in the Old Town section of Bardejov, in east Slovakia. Part of the local UNESCO World Heritage site, consisting of the Old Town and its beyond-the-walls, adjacent historical suburbs. "Corbin, be reasonable. Stay out of this. You can't fight city hall..." "You're right. Of course not. It's a building..."
  2. Thank you for reminding me, Arcturus. I remember that demo. Not sure I ever saw it in a particular mission.
  3. Something I started preparing back on Saturday evening, just a few days ago. This is largelly something of a practice exercise, but I do plan to incorporate it into one of my FMs. A town hall (or city hall) buidling. It's based on a real world building and I'm trying to make it as similar as possible. You can guess which real world building I've used as a very direct source of inspiration. I'll only reveal it goes back to 1505.
  4. The preliminary working titles for the missions in my now-in-development Partners in Crime series: 
    - Partners in Crime 1: A Mere Trinket
    - Partners in Crime 2: Beacon Burglary
    - Partners in Crime 3: In the Bleak Midwinter
    - Partners in Crime 4 (5 ?): Fishy Dealings
    - Partners in Crime 5 (4 ?): A Thief in the Night

    No title stealing, please. :D In return, I promise to finish these. I do stress the preliminary part. Beyond the broad strokes storyline, plot, objectives, briefings and the (currently built) layouts of these FMs, I haven't fully decided about every single detail yet, including the exact order of the missions (4 and 5 might switch places, with the story adjusted accordingly). I want the overall plot to be plotted out a bit in advance and not suffer too much from inserting prequels later. I also prefer to let my FM building fill out part of the details naturally.

    Currently working on the second FM, and once I do enough work on the current prototype, I'll work on the first one, until I get that one released. Then complete the second one, get that one ready for release (hopefully) a few months later, and so on. I want most of the early missions to be fairly small and confined, and get a bit bigger as I grow more confident in my FM making skills.

    Though there is an overarching storyline to this series, the missions themselves are mostly episodic in nature. They factor into the character development of the two main characters I'll have in the series, but it's the kind of continuity where the mission's own plot and story wouldn't depend on it. 

    1. datiswous

      datiswous

      Ah, so no campaign then?

    2. Petike the Taffer

      Petike the Taffer

      They will be single missions, but the series will be a campaign in spirit. Hence the numbers in the titles.

      I just don't want to apply too much hard continuity, in the sense of, "And this happened exactly one week after the events of the previous mission... which I made years ago.". Precisely because it makes any potential delays with the creation of a new mission all the more annoying in terms of story continuity. Having some flexibility for the time in between the missions helps with less creative constraints on the individual storyline of each mission and the overarching storyline of the FM series. Same as with keeping more setting-related flexibility for the gameplay and locales of each mission.

  5. Ah, I thought so, about it not being among the core assets. Bikerdude's old Business as Usual FM and Bienie's The Night of Reluctant Benefaction FM both had it, so I'll probably poke around those FM files. I'm not really making a holiday FM - yet - but I'd like to put those assets aside for when I do make a somewhat holiday-themed mission in the near future. Thanks for confirming I won't find it in the core game assets.
  6. A bit of a silly question, but... does anyone know where the Christmas tree assets are, either as a model or a prefab or whatever ? The tree's been featured in several missions, but I can't seem to find it among my darkmod files when searching in Dark Radiant. Thanks again for the advice regarding patches and terrain. Yesterday, in one of my older DR test maps, I've made some snow terrain with added patches representing snow drifts, tested them, things seem fine. I still need to iron out my experience in some of the practical details, like the copy-pasting of the ground brush's shader to that of the added patch, for the sake of consistency, but other than that, I now finally have experience with the basics of creating and using patches.
  7. The inbox was full, I have to periodically empty it, and I hadn't done so for a few years. Now I have the messages backed up, I've deleted them, so try sending a message again. It should work now.
  8. Thank you, Amadeus. I was a bit busy yesterday and didn't reply. It is virtually as I expected it to be, but I'm still grateful for advice with the details.
  9. Thank you. Details added, article updated. I'll add some of the screenshots soon, I'm currently looking through the ones on ModDB.
  10. A total conversion is a mod, the point of it being that you've changed a copy of an existing game to be a fully-fledged game in its own right. This isn't just a Thief addon for Rune, but a fully-fledged Thief-like mod of Rune. You still need the original game to run a total conversion mod, including a mod for Rune, and including games that have built-in modular support for total conversion mods (e.g. Mount & Blade has this foresight to its modding-friendly structure). The thing is, I'm not that knowledgeable about the mod, and though I knew you weren't the sole author, I don't know the names or nicknames of the other authors. If you can provide at least a few, I'll definitely add them to the article.
  11. @Jetrell Here's the brand new article on this total conversion at the Thief Wiki: https://thief.fandom.com/wiki/Thieves_Guild_(Rune_mod) Please let me know if I can upload any screenshots and images from the mod's official website or its ModDB page to the Thief Wiki. I've also updated the Thief Wiki's navigation template for the officially released Thief games and the various fan projects and mods. It was high time for an update there and making it look more tidy. Now the Thieves Guild mod has joined other fellow Thief-inspired mods. Yeah, I won't add those spoiler-y videos to the article, don't worry.
  12. I'll write a brief article on this total conversion at the Thief Wiki. There's a surprising amount of total conversions inspired by the Thief series, for a large number of varied games. Never thought I'd see a Thief-inspired mod for RUNE, of all things. That game wasn't really my thing, but glad to see people being creative.
  13. I am updating the main post. Kevin MacLeod has moved away from hosting his music on filmmusic.io (which he did a few years ago, for a few years), and has now instead reworked his own entire, original Incompetech.com site, to give it a more modern design and easier searchability for the individual royalty-free tracks. I really, really welcome this reworking of the original site. One of the main downsides of the older incarnation of the Incompetech.com site was the fact that it was hard to directly link the individual royalty-free tracks. Now it's finally dealt with, and you can search the tracks by name, by genre, and even find them in an alphabetical list of all the tracks, right on the Incompetech.com site, and link to each track directly, on its own little subpage, with an audio player and download link. An excellent improvement. I'm now repairing all the dated or dead non-YT and non-WiCo links, and I should be finished this evening.
  14. I want to make one of my first FMs (a fairly small one) set during the winter, with plenty of snow (think Sotha's Mandrasola mission and the countless other FMs with snow), but I'm not quite sure how to make a convincing snowdrift. Should I first create a patch of terrain in Dark Radiant, resize it to the appropriate size, and the just texture it and place it in a manner where it doesn't interfere with other 3D models too much ? Do I need to make the terrain patch for a snow drift clippable through objects, if I want to prop it against a wall or similar ? Thank you. This will prove useful. Though I personally also like to make the gathered keys removable in a "take them out of the inventory and drop them" manner.
  15. Thank you. Interesting. All the more interesting for me, as I've been a fan of Frictional Games (and their engine) since the Penumbra Tech Demo and all the first few Penumbra games. I remember when the Amnesia HLP2 engine and the editor for Amnesia missions built in that engine were first showcased to the fans, back in late 2009, early 2010, several months before the game debuted in early autumn 2010. One of the FG fans even commented "Drooling...". Penumbra wasn't much moddable, as there was no level editor and you had to build everything by hand in Maya or any other appropriate 3D modelling software. There was no HLP2 level editor equivalent, no Dark Radiant equivalent, in HLP1, it had do be done by hand. Now that it's been open-source (IIRC) for over a decade, I wouldn't be surprised if some enterprising indie dev tried to make a rudimentary level editor for it. The HLP2 version of the engine is actually quite similar to the TDM and Dark Radiant approach, though it does even allow for a "non-airtight" approach (i.e. you don't have to fully seal a space with brushes, and even a very rudimentary level will work in the HLP2 engine). Some old FG development videos, back when the more user-tools-flexible HPL2 was brand new and Amnesia still had months to go before it was published: - HPL2 level editor timelapse (this is the video that was commented on with "Drooling..." by that one eager fellow FG old-timer fan) - use of decals in the HPL2 level editor - HPL2 material editor - HLP2 model editor - HPL2 particle editor Setting up a custom story level (rather than an expaded total conversion) in HPL2, using the base game assets, with the help of the level editor. An HPL2 mapper at work, showcasing the phases of building a level in the engine, mainly via the level editor, plus some of the other aforementioned utilities accessible from the editor: 1, 2, 3, 4
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