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SeriousToni last won the day on November 18 2022

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  1. I always thought he had some feelings for Victoria. How can you fall in love with another human if you did with a spirit / goddess once? Seriously. Am I the only one who noticed some sort of.. caring.. Just before "the incident in the cathedral"?
  2. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  3. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  4. You can try my alternative footstep sounds package which addressed the things you described together with a lot of other footstep sounds both for player and AI if you want to. https://forums.thedarkmod.com/index.php?/topic/17631-new-footstep-sounds/
  5. You can extract the game files with a zip software. I think in the sound_sfx file (I don't recall the exact name) you can find all player footsteps. Extract the folder holding the player footsteps. If you find a way to lower their volume with some kind of software that uses batch processing you could lower them all at once instead of every sound by hand.
  6. Thanks for your input. If I understand the wiki article correctly it talks about the ambient music tracks. However my question was focused on the NPCs talking sounds. As far as I understand one can not achieve this with the overwrite attribute. But I could be wrong.
  7. Regarding sound. I always wondered if anyone thought of a two layer sound system at some point. I always felt that it seems awkward to hear the guards talk crystal clear all over the hallway when you're around the corner 100 meters away. I don't know how it is called technically but some games propagate two sounds for one sound source. One normal sound that has full volume if you're close to the audio source. And one muffled or echoey sound that plays full volume if you're further away. The two fade into each other and then one of them vanishes depending on your distance to the audio source. Would this be also possible in TDM? Maybe without doubling the audio files but using the 3D audio / EAX feature? Did someone play around with this in that regard already?
  8. If you take mission re-releases into consideration, then the current time span would even only be 4 months, since my version 2.0 of Sneak & Destroy was released on 17.11.22
  9. I always thought about the same thing. Having one song playing along the whole mission, but have variations of it that tune in in certain regions. However I didn't find a solution that was working (same problem you have, with the new variation starting from the beginning). The idea of Joe seems smart - I'm curios if it works for you. I hope I can add this too then in the future.
  10. Has there ever been a printer, regardless of the manufacturer, that worked right? Seriously, I can't remember a time in my life where I didn't have printer problems.
  11. Okay I didn't know its actually possible in single player. I will give them bots a try. Hopefully they act like thieves and guards and not unreal tournament bots haha
  12. Isn't this multiplayer only? I remember playing it with a friend online many years ago. Is the community there and the servers still active?
  13. But layers don't work with the automation tool, do they? I mean switching on and off the visibility and having that also ingame.
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