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Petike the Taffer

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Everything posted by Petike the Taffer

  1. Now this is more like it. ? To add to the discussion in my own way, here's a thread I made a few months ago, was very fruitful: http://forums.thedarkmod.com/topic/19501-what-type-of-short-fms-in-terms-of-tone-and-setting-could-we-make-more-often/ The wiki also has this archive of design discussions: http://wiki.thedarkmod.com/index.php?title=Fan_Mission_Design_Discussions_Archive Should offer plenty of ideas for this main discussion, including revisiting ideas and concepts that didn't get off the ground previously.
  2. I concur with demagogue. Make one thread, call it "Kurshok's Odds and Ends: Various Interesting Ideas".
  3. Just recently, I've made a large update on the vocal scripts we already have in the game, based on VS materials provided directly by Springheel already a few months ago. I'm still improving the formatting of those individual VS articles, but the majority are already readable enough in their "raw" state. I intend to update the few missing VS-s too, and take a look at whether the scripts I received aren't missing some newer lines from the current versions, and so on. On a sidenote, once I finally buy a better microphone (might be in the coming weeks), I plan to develop and record a proof-of-concept vocal set for a pagan or foreign merchant character. As I have a bit of a natural non-anglophone accent while speaking English, it should sound different to the other character vocal sets, but not forced.
  4. Given that you and Destined are talking about work in progress pages, here's some stuff I've worked on in the last few months: http://wiki.thedarkmod.com/index.php?title=Vocal_scripts_overview - Largelly done, but I'm still improving the formatting. I'll also be comparing the scripts with the current sound files later, to see if some need an update or not. http://wiki.thedarkmod.com/index.php?title=Concept_Art_and_Fan_Art_Archive - Finished back in autumn. Just so we have one central concept art archive somewhere on the wiki. I've also included fan art (e.g. wallpapers), just so we don't have too many articles on the same topics. http://wiki.thedarkmod.com/index.php?title=Fan_Mission_Design_Discussions_Archive - FM design discussions archive. Just to not let all those discussions on FM design and FM content ideas we've had over the years go to waste... http://wiki.thedarkmod.com/index.php?title=Entity_Database - Entity database I'm slowly working on, particularly the most important entity assets. The database will need gradual updating once we hit 2.07. Now updated with collapsible folders in order to hide or show content you're not currently looking for within the article. Makes the article visually shorter and much easier to browse, but with the same amount of information. http://wiki.thedarkmod.com/index.php?title=Model_Database - Model database I'll be working on (after entities), particularly the most important model assets. The database will need gradual updating once we hit 2.07. Now updated with collapsible folders in order to hide or show content you're not currently looking for within the article. Makes the article visually shorter and much easier to browse, but with the same amount of information. http://wiki.thedarkmod.com/index.php?title=Texture_Database - Texture database I'll be working on (after entities and models, maybe), particularly the most important texture assets. The database will need gradual updating once we hit 2.07. Now updated with collapsible folders in order to hide or show content you're not currently looking for within the article. Makes the article visually shorter and much easier to browse, but with the same amount of information. You might argue that the latter three are pointless, because we can all take a look at these in Dark Radiant. You'd be right, but I want to have a reference resource even for those who don't have Dark Radiant currently installed. It can also double as something of a hook for those interested in mapping and making addons who aren't sure where to start or what things are on offer in DR. I think we can gain a fair amount of new talent even among those who haven't previously built any levels/missions, for any game. And those databases could indirectly help with encouragement.
  5. As others have said, this is fairly old news. They announced two new games in development shortly after publishing SOMA. A long-term goal was improving outdoor environments, so we might get that in at least one of the new games. This is also the first time in their history when they're working on two games at once. As a fan of almost 12 years, virtually since their start as a studio, I'm looking forward to both titles, especially if they bring something creative to the table. I'd love if the'd branch out slightly into related genres, though not too far away from the survival horror they've focused on so far. They're experts at it, so I still expect a primary focus on horror games.
  6. I've watched a little of them, but nit much. i'll probably have to finally watch the whole thing, maybe it will give me some new ideas.
  7. I am very, very disappointed to learn it has finally come to this, but with all the issues accumulated in the last few years, I suppose it was inevitable. Sadly enough. I'm not thrilled about Bikerdude's banning, but he had plenty of warnings and good-natured heart-to-hearts with the rest of the community about some of his habits as a seasoned TDM contributor. In light of all those warnings and the drama it was causing in this modding community, I can't say BD's banning is unjust. He knew very well he was playing with fire, for a fairly long time now. He was warned plenty of times, but I suppose his compulsion to edit others' FMs is just too strong (or something). I know bans happen only very rarely on these forums, but I'm of the same opinion as the one I hold on another forum I frequent (where plenty of people have gotten banned for repeated bad behaviour or questionable behaviour): Sometimes, the only solution to stop a person from repeating their questionable behaviour is to stop their activity in the community for good. I am exceptionally disappointed this ban had to be carried out, but as Springheel and others have said, Bikerdude had his chances. He's a grown adult. He could have course-corrected at any time. Everything useful he did for TDM in his many years on the development team or as an individual mapper is laudable. With me documenting various stuff for TDM over the last year, I did notice he contributed a great deal of highly useful stuff. However, as Bienie pointed out on the first page, if Bikerdude has a constant compulsion to edit other people's maps, then his banning will probably be helpful not only to restore a sense of calm and trust to this community, but also let him rethink things. TDM might be his hobby, but when a hobby starts becoming intrusive in the work of other contributors to that hobby, something is not right. It's a good point to step back at that moment, relax, etc. Hobbies should never consume us. At this point, Bikerdude had only himself to blame for not listening to previous pleas and advice. I'm pretty sure we all want to get along well here, in a civil and friendly atmosphere, helping each other and respecting each other (and our works). I don't think Bikderdude wanted anything else, but he became blind or deaf to the warnings of others that he's began to cross some acceptable boundaries. Being too nosy and immersed in others' work becomes rude after a point, not merely just an interest in helping. If something is a cooperative work, some consent of others is required. I'm sad this had happened, but for a while now, it really felt like this was going to happen sooner or later. I hope Bikerdude won't miss it here too much, and I wish him good luck with whatever positive endeavours he engages in and works on.
  8. Really good advice and I do tend to generally follow it. That said, I always seem to have a problem with connecting rooms together vertically with stairs. I don't think I've ever managed that successfully, despite countless attempts. I've asked for advice on the forums for years, but some other issue always seems to come up.
  9. And I am embarassed that my mission-building efforts have stalled and I am months behind on releasing my FM. I'd really like to release at least one small FM this year, preferrably now in the winter. I'm still having problems with building a measly vertical FM that'll work well enough. Open to any suggestions.
  10. A peaceful Christmas to all of you, ladies and gents.
  11. I might include it in one of my future missions. Not the first one, though. It wouldn't fit.
  12. So I didn't miss the anniversary after all ! Thank you for reminding me, all the same. Here's to all the taffers and tafettes worldwide, and to our favourite stealthy antihero. Thief's all grown up...
  13. A fairly detailed report on a rare preserved medieval ossuary that was rediscovered just a few years ago during some construction work. The historian interviewed in the video goes into some interesting sociological details on the development of cemetaries and ossuaries in the period, and why eventual reburial in ossuaries was religiously tolerated (despite seeming like desecration at first glance) and how the period social situation necessitated such measures.
  14. Some stuff related to this I already linked to in past years. A well-preserved early modern town house from Wales, including period furniture and furnishings in each room: - Plas Mawr period housing museum (Conwy) Loads and loads of interior reference material in that one. Some historical houses and other commoner buildings, and the architectural elements on their inside and outside: - Video tour (in 2 parts) A simple wooden medieval lantern you could find even in a poorer commoner house, as well as a wealthier house: - Simple medieval lantern construction Exteriors of some smaller manor houses or small inhabited castles I've recommended earlier for inspiration: - Example 1 - Example 2 - Example 3 - Example 4 If anyone needs further historical references for period furniture or how rooms tended to be furnished, you can search for resources on this page. There's several good documentaries on daily life in different eras, and some show a lot of stuff about furniture and utensils used within various dwellings and houses. Same with small housework, cooking and other chores. (E.g. Secrets of the Castle also shows (besides castle furniture) some ordinary peasant cottages with their very simple furnishings, Tudor Monastery Farm has a whole early modern farmhouse, with about three or so still rather simply furnished rooms, Tales from the Green Valley has a stone-walled thatched cottage with farm, with ca 17th century furnishings. You just need to look around and there's lots of visual reference material on the furniture and living conditions.) Also this video, by the same author. A wholly fictional castle, but he made the extra effort to lay out every single interior in a logical manner, with everyday operations in mind. You're right. Those are a post-medieval introduction to churches. It's not that no medieval churches ever had any, but they were a very rare sight in the era.
  15. Sure, I've updated it already. If I ever need an individual Builder for one of my missions, I'll let you know.
  16. Nice resume. Can I link to this thread from our voice actors article on the wiki ? I've already mentioned you there, but I don't remember whether I've seen any VA offer thread of your own as official as this one. So I'd be for linking to your resume, if you won't mind.
  17. Though I never got to it at the time, years ago, I wanted to create a mission for Frictional's Amnesia that would entail by and large only psychological scares, based around writing, sound and environmental scripting. You would meet no monsters, but it would still be an upsetting and tense experience, though one where I'd avoid in-your-face stuff. Unfortunately, I was too busy to work on such an idea, and to this day, it hasn't materialised. Ideas are all well and good, but once the chips are down, it's the iteration that's painful. I can imagine ! What you're pointing to, though, is basically psychological horror achieved through very thorough plotting. A thing that is, IMHO, fairly timeless, in the hands of good authors. I've seen modern horror works utilise those methods, though funnily enough, it was mostly in better horror games than in horror films. I often get the feeling that horror films, as a genre, are rather spent at this point. Occassionally, there's a good entry, but there are only so many ways one could innovate or revive time-tested tricks in a new manner. I've seen loads of films and games not bother with the psychological horror, and only go with the environmental-and-gut-feelings horror. For the most part, they were poorer for it. The horror of implications, that is psychological horror born out of a character realising some terrifying connection that was previously hinted at or brought up, but didn't yet seem obvious or threatening. Those are good ideas, I agree that building up anticipation and a sense of curiosity can be a useful tool. Even in a very suspensful mission, it could feel like an outright slog if you eventually get the impression you're headed somewhere, but are utterly unsure where. As much as that sounds ideal for building suspense, I'd say it can occassionally discourage. However, offering a brief, tantalising glimpse of something can help motivate the player to strive for something, namely, visiting the location they caught a glimpse of (as in your example from Ominous Bequest, an example I happen to vaguely remember, though I played the mission very long ago). I think subtle ambience and sound can be very powerful in creating an atmosphere and manipulating a player's emotions and expectations. Obvious creepy ambience that telegraphs "Be afraid !" is just that, predictable, but... The right combination of silence and sound, especially with the right sort of pacing, can be highly effective. Even with a very minimum use of any scripted events, or no scripted events at all. Silence is very underestimated when it comes to creating tension. I'd compare it to how LGS added a lot to their missions by also removing stuff or not adding it. Sometimes, less can be more in helping craft a mysterious or downright unpredictable atmosphere. Given the context of a stealth game like our's, giving the player the feeling they cannot fight back, and even fleeing from the monster is difficult, is what helps keep the horror stakes, the "stay on your toes and be careful" stakes, high. Additionally, all the best horror games I've played have used their monsters sparringly and relatively unpredictably. The latter is harder to achieve than the former, at least in my opinion. Indeed. Already a while black, I compiled a list of their articles and posted it in one of our other mission design discussions. Feel free to take a look if you're interested in seeing those FG design articles listed in one place. I might need to update it. Recently, when I made an archive of such discussions on our wiki, I also linked to the post with the list (it's under the atmosphere and suspense section).
  18. For DarkRadiant specifically ? I think the latter is more likely. Please note that DR works just fine for me, but it occassionally has issue starting. I think this tends to happen after I use it for a long time (literally hours), then close it fairly quickly. More of a bug.
  19. I am a non-native speaker and a translator, but that is arguably an advantage. I'm a lot more stringent about grammar and spelling. Send in some texts. I'll try to find some free time this week for proofreading your stuff.
  20. Apologies if this fits a tech support thread better, but I occassionally get this error on DarkRadiant startup: It doesn't happen frequently, but it does occassionally pop up. Any idea on what the issue could be ? Thanks in advance.
  21. They're probably on their own little peculiar planet(s) somewhere, the more advanced of them no doubt also speculating about their place in the universe and whether other civilisations might have a body plan like them. They might be out there, they might not. Flying all those light years to Earth, only to abduct us for... ehem... kinky experiments... is not a sound exploration/conquest/colonisation strategy. Neither is it evolutionarily plausible they'd look anything like us. The course of ape evolution and human evolution has been a very, very particular development, and with relatively few analogues of any sort. That makes bipedal aliens with four limbs and a head highly unlikely. On a less jokey note, this guy's website features some really alien alien species that he came up with in his free time.
  22. Still working on the vocal sets documentation project. Don't worry. I'll start porting it to the wiki in November. In the meantine, I also have an additional TDM documentation project on the side. Still a lot of work with it, but it's progressing well.

    1. Petike the Taffer

      Petike the Taffer

      So, here's the current state: http://wiki.thedarkmod.com/index.php?title=Vocal_scripts_overview I'm still improving the formatting, for better readability. If there are any updates that are necessary for 2.06 or even 2.07, feel free to let me know.

  23. Never seen one, nor do I believe in any. I genuinely do not believe in anything supernatural, aside from a very narrow amount of basic religious matters. I don't think there's anything evil out there in the world, outside of the evil we create ourselves. We might be creatures of free will, but that free will is a double-edged sword. Looking at history and how often we've used legends to shoo away shameful things from the past, I'd say ghosts and monsters are, on a purely psychological level, the excuses we make for our own past evils, or for our own anxieties. There's also archaeological evidence, going as far back as the Neolithic of the Fertile Crescent, that shows people were superstitious about resettling habitation sites that already had ruins of past buildings. "Unknown ruins ? Abandoned house/fortress/etc ? Must be haunted !" is an age-old human gut reaction, a fight-or-flight response present in all humans to varying degrees. Concerning natural triggers for ghosts and feelings of being haunted, look up "infrasound", "sleep paralysis" and some interesting non-fiction on how our minds can easily trick us into thinking we saw or heard something. I can guarantee you that people who want to believe they saw something spooky will see something spooky, even if they saw the same allegedly spooky thing with someone who doesn't jump to conclusions right away, and that latter person saw or heard nothing. I feel the same about the whole UFO/saucer craze of decades passed (now seemingly something of a spent fad): If you're convinced UFOs are "flying saucers" or other alien spacecraft, visiting Earth (out of boredom ?), they're already IFOs, since you've identified them as something you want them to be. On a sidenote, even Ken Arnold, with whom the whole UFO craze indirectly started in the 1940s, never called them "flying saucers", nor did he claim they looked like that. With the amount of supposed alien sightings that sound like they came out of a UFO popculture manual in terms of their tropes and clichés, I think it's safe to say popculture aliens, UFOs and "alien abductions" are the work of the human mind as much as fairytale monsters were in centuries past. The abduction narrative is also something that's common to fairytales and legends, making things even more suspicious on a psychological level. While werewolves and fairies have given way to greys and little green men in the popular imagination, ghosts are more timeless bugbears precisely because they're a lot more abstract. They could fit any period, really. (I've always grinned at the holographic "ghosts" from System Shock II.) You can fit them into any spooky or tragic narrative, tweak their generic appearance in whichever way you like. Ghosts haunting castles are passé ? Make them haunt an underground parking garage or something ! Tada ! There is an excellent old Slovak saying about the mind playing tricks on us: Čo sa babe chcelo, to sa babe snilo... ("What the old woman wished for, the old woman dreamt about...") As a Thief and Dark Mod fan, I'm confident that whenever I hear strange things go bump in the night, it's not ghosts or monsters. It's some bloody hooded taffer sneaking around my house, blackjack and all !
  24. Is it ? I'll confess I haven't come across that term so far. The more you know...
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