Jump to content
The Dark Mod Forums

Petike the Taffer

Member
  • Posts

    617
  • Joined

  • Last visited

  • Days Won

    31

Everything posted by Petike the Taffer

  1. I might record some, if you like. Plenty of ice outside at the moment. I might need some help from others to clean up the audio a bit, but I'll try my best with the recording. Good idea. Do you think it could work if I tried to create a collage of some of my own recorded sounds with a few free sound effects off the Internet ? I'd go for subtlety, obviously, given the night time nature of most of the missions that would need that kind of muffled city ambience.
  2. Well, I think this one looks fairly good for basic cat model coding and playtesting. Not bad looking mouser, but also low poly enough to not be too demanding on the engine. Once someone does enough testing to see if relatively realistic cat behaviour can be replicated in DarkRadiant, we'll get someone to work on our own model. Obviously, all of this presumes there will be enough people interested in adding cats to their missions. I'll second Springheel a bit on the notion that cats are mostly just for window dressing. Then again, so are the rats - even if they were easier to work on due to their smaller size and less demanding behaviour patterns. Yeah, I'd welcome birds and bats too. Aside from corvids, some smaller, mundane songbirds (preferrably night time species) or some smaller owl species would be fine too, though those would be more of a "window dressing" thing.
  3. Erm, nevermind, I just downloaded a Doom 3 zip-to-pk4/pk4-to-zip converter and it works like a charm. I've copied the English section text in all.lang under the Slovak section and translated the bits I already had prepared (and had previously added erroneously to the slovak.lang file). I've repacked tdm_base01, copied it into the game folder and the translation seems to be working fine. Unfortunately, most of the diacritics in the smaller menu texts don't seem to show up for some reason. And some longer lines for the menu texts didn't seem to register, or I've confused them with their doubles, or some of the letters don't register (possibly Ž, Ď, Ľ, I dunno... I'll have to keep checking.). I do have one problem, though: Once I replaced the slovak.lang file I've tampered with with its original version, much of my translation disappeared. I still have my translation in all.lang, but it isn't registering. Do I need to add something for it to work ? Because right now, almost all I'm getting is the overwriting by that auto-translate script. I can't see my progress due to that.
  4. Well, the thing is, I have the game's original tdm_base01.pk4 zip backed up elsewhere on the disk. I want to test the translation I've done so far by repackaging a different copy of tdm_base01 (the one I've been using for the work), in order to then copy it into the TDM folder, overwrite the original zip and have a look at how the translation came out. Do I really just need to rename my test zip to .pk4 once I repackage it for testing ? I particularly want to test which diacritics might be potentially causing problems. I've read about the various letter and diacritic sets TDM can handle in its current version, but I still want to check to be sure.
  5. I've gotten back to this and as I'd like to test how my translated text looks like, I need to ask: Is there some handy .pk4 packing utility lying around somewhere, or do I need to install DarkRadiant to do that kind of thing ?
  6. I seem to be having the same problem as Elentarien. And frankly, something tells me that you've underestimated the amount of readables we can find, buck, as the story pretty much ground to a halt once I went down into the catacombs and maintenance areas. At least I couldn't find anything, and I've searched dilligently. I know there must be some bigger mystery going on, given the enemy types I've encountered, but it just doesn't click together for me on a narrative level. I've read every single text above ground, found virtually none underground and it has left me baffled. Very little is explained and even some interesting and spooky parts of the mission end up as key hunts and item hunts. Plus, one more, rather major criticism: Exiting via the well is physically impossible. I've tried 20 different ways of climbing out of it once I've reached the surface, but no amount of rope climbing, mantling and jumping did the trick. There is just no way I can exit the well and I find it completely immersion breaking. It could have been such a cool ending to the whole mission, but being forced to retread through the interior instead, and all the way back to the front gates, really ruins the otherwise good impression I've had of the mission for 80 % of its duration so far. Oh, and... Does my tampering with the machinery in the basement amount to anything mission-wise, or is that just for the player to fool around with switches ? I just don't get it... I really hope I don't sound dense, but barely anything is explained in the second half of this mission. There aren't even enough visual connections for the player to figure out things on his own. Sorry that I sound this disappointed, but I found the flow of the mission simply uneven, especially in its final stages.
  7. I still need to finish this mission, but I've enjoyed it so far.
  8. As far as me finally buying a classic again, definitely Arcanum. As far as new titles are concerned, Frictional's upcoming SOMA and Hinterland's The Long Dark have certainly captured my interest.
  9. In TDM, I have already played a few scary missions, but the one I'm currently trying to finish is Briarwood Cathedral. Emphasis on "trying to finish". I always disliked going down into creepy crypts in Thief, particularly in fan missions. The crypt from that FM is not doing me any favours. Since Amnesia has been mentioned, I'll also mention Penumbra. There is one particular section in the game where there is almost a labyrinth of corridors (and you're starting to lose your mind by that point and experience some of your first major halucinations, like the infamous disappearing-and-reappearing entrance to another part of the base). Well, in this labyrinth of corridors, there's a locked door, presumably of a storeroom. When you pass it for the first time, even when you're stealthy, someone will start beating on the door viciously, from the other side. Later, often much later, you are passing by that place again and can't entirely avoid going through that otherwise unremarkable corridor. When I played that part of the game for the first time ever, on my second passing of the door, I was actually expecting a jump scare. And I wasn't that scared of it coming. I thought: Fine, it'll happen, I won't get scared, it's predictable... But once I passed the door, and once it flew out of its hinges and broke to pieces in a flurry of beatings, I literally jumped up in place. I think it's a testament to good survival horror game design if even an otherwise seen-it-a-million-times type of jump scare can really startle you, even when you see it coming and think "Meh, I've got this..." (Mind you, that game, just like its younger sister Amnesia, is anything but jump scares most of the time.) The first two times I encountered a Hunger (yes, that's what it's called) in Morrowind were rather nerve-wrecking. Oh, there are plenty of ugly, creepy or annoying creatures in that (and other) installments of The Elder Scrolls series, but... I think that monstrosity is as close as it gets to TES's own version of a xenomorph. It's unnerving to even look at. I was glad when I managed to kill it on the second occassion, since it had me cornered and I had no choice. Plus, it was night time in-game, I had near zero health and I was near some isolated Dwemer ruins. Sometimes, I just hate Morrowind. It laughs at my pain and fear... When I played the old Operation Flashpoint for the first time, I once ended up with an enemy APC prowling around the meadow near a forest I was trying to hide on. Unfortunately, I was virtually out of bullets, my puny SMG wouldn't have helped me anyway and my one shot at concealment was a group of local thick bushes. I hid there, but the armoured vehicle just kept scouting around, without me seeing it most of the time. Not a horror game at all, but those were some of the tensest moments I've had in any game. I guess that goes to show it was ahead of its time as a mil sim, in terms of atmosphere. Not bad for a now 13 year old game with graphics barely better than TDP's... Personally, I think a thing worth experimenting with in a game would be to "condition" the player via immersiveness into a state of paranoia where he/she can get potentially unnerved by things that are, at face value, completely mundane and not meant to be scary at all. Deceiving, mind-bending fears might hide some untapped potential in terms of horror and spookiness. I love and hate the Cradle. Such nail-biting atmosphere, but I am always glad to help poor Garrett exit that place. And for the peace of my soul, I don't buy into that creepy fan theory that Garrett never escaped and he's trapped there forever, merely imagining the rest of the TDS storyline.
  10. Ah, thank you, now I get the gist of it. Personally, I would have preferred if I could have fiddled around with the specific language file, but as long as I can get it to work via the "all" file as well, I don't mind. I would have preferred to work on that specific language file for safety reasons: Even if I mess up something in "all", I won't have to keep constantly replacing it with a backup copy again, just to get things working. Either way, I'm sure I'll get the hang of it and manage.
  11. Oh, one more thing: Is it enough if I just edit the slovak.lang file ? Looking at it now in Notepad++, I can clearly see where the few auto-translated lines are from, while the vast majority of the text is still in English. As a test run of the translated file, I'll write the GUI features without diacritics at first, then eventually add them once I consult the wiki in a more in-depth way. I want to avoid more serious problems with unrecognised letters.
  12. Excellent, I'll try it. :-) I've already read the wiki yesterday on how to edit all.lang and what to look out for, so I might give it a (test) go in the coming days, before the holidays come. And in the last few hours, I've translated much of the GUI and HUD (pretty much all of it by now), though I've only used screenshots and a write-up in a text document. It's better to prepare these things in advance and go through them a couple of times anyway. I might start a separate topic about the translation, if you guys would be interested in clearing up any potential misunderstandings in it that I might have overlooked. Currently, I'm beginning a translation of The Tears of St. Lucia and I'll do one for the Training Mission too, once I'm finished.
  13. Thankfully, as this topic was last frequented in October, I hope I won't be doing much necroing. As I've already mentioned in a few previous posts, I'd like to help out with TDM's localisation into Slovak. Primarily with the GUI for now. Some bits of it aren't auto-translated that badly, but most of it just seems like randomly chosen gobbledygook. So I'd be glad if I could contribute to a more permanent solution. Well, right off the bat, I have a question concerning the GUI text files: Where can I find them and is it hard to extract them ? Or can I open them in Notepad++ or the like ? (I'd work with a copy of the file, of course, to avoid messing up the existing version before I test.) Thanks in advance for any tips on this.
  14. I prefer to play in English as well (a matter of habit after all those years playing Thief), but there's a little voice inside my head telling me "Don't be lazy, ya taffer, and put your talents to good use, so that less language-savvy players can have fun as well without being confused.". I see. So I was on the right track, then ! Well, as I've said, I'll certainly try to help. It's not just TDM. I've also been working on a Slovak translation of the original three games for more than a year now, though in a very on-and-off fashion. TDM at least won't take me as long to translate. And I don't have to worry about subtitle issues (especially in cutscenes) like I'd have to in TDP and TMA. I'm also kind of waiting for all the new developments around NewDark to stabilise first - it would be better if I could use those updates to the tech of the old games to my advantage, if I'm already dabbling in an undertaking of this magnitude. But for now, translating TDM will be a priority.
  15. I generally dislike starting new topics as long as there's already a thread about them. However, this time, I think I'm really forced to start a new thread. Here goes... I really like the instrumental track from TDM's Credits sequence. I've also heard it in several of the trailers made to promote the standalone version. Unfortunately, even after having unzipped the music files, and after having searched the whole forums, I simply can't find any info on that track. Could someone please give me a hint on where it might be within the TDM files ? Or a link to the site of the track's author ? I'd like to listen to the track outside of the credits, preferrably in .ogg or .mp3 format. Thanks a ton for any advice ! I'd be grateful.
  16. Though this would be more appropriate in one of the "offer help" subforums, I have plans to do a thorough write down of errors in the menu and HUD translations into Slovak that are currently present in the game. I am not sure whether the Slovak HUD and menu translation for TDM was machine-made (auto-translated) or not, but there are several glaring errors there. IIRC, when I switched on Slovak, most of the equipment items in a mission's purchasing menu had virtually nonsensical names. So, if no one is against it, I might give this effort a go in the coming weeks and months. Given that I actually work as a professional translator, this kind of topic has me itching. Well, this and sound design, for the time being. (I'm sure I'll be gradually able to contribute more, hopefully up to finished FMs one day. )
  17. I'll be honest, years ago when work on TDM had just started and I had heard about it for the first time, I was extremely skeptical. Not because I disliked the idea or thought it wouldn't work, but I was convinced that development would just stall and the whole project would eventually die. So, thank you all, every taffer and taffette who sacrificed their free time and resources into the making of The Dark Mod, and kept patiently working on and on until we got the first fairly stable builds. The Thief series couldn't have hoped for a better, technically more up to date homage than this one. And TDM is, without exaggeration, one of the best freeware, fan-made games of the present. You deserve every single bit of praise and every single award that you've so far gotten for all your dilligent effort. They were hard-earned accolades, hard-earned in the best way possible. So, congratulations to all and thank you for creating such an amazing game, and in a well-chosen, quality engine. I waited for years to be able to play this as a complete standalone, but it was well worth the wait. I have lots of missions to finish, lots more to look forward to on a moody autumn or winter night... And I already even have plans to help with further development. Small steps first, but hopefully I'll eventually work on something fairly big.
  18. Hmmm, I'll try it,.. Hopefully, it will do the trick. Thanks !
  19. If I may ask for a hint: Thanks in advance for any suggestions.
  20. Thank you, but I already figured it out on my own right the other day. My problem was that I completely forgot that I could try to douse that lamp hanging above the macguffin, then carry on with that little optional objective. Once I finally realised that, I've had no more problems, even if it was still a bit tricky to finish that sidequest. All in all, I want to congratulate you to a fantastic little mission ! Well, "little" is a relative word here, as I found the whole manor a lot more spacious than I anticipated, and the atmosphere was tense and immersive enough to give me the feeling that I'm exploring a much, much larger place.
  21. I'm currently finishing this mission and I've really, really liked it so far. Good pacing, plenty of spookiness, challenging climbing puzzles outside and a tangible urge to conserve your ammo and special equipment for later. Very good mission. The only thing I dislike is that . Given what enemies you're going against at that point, and their accumulated numbers, I find that optional objective to be borderline impossible to complete if you want to ghost all the way back. But all in all, excellent FM, Sotha !
×
×
  • Create New...