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JackFarmer

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Everything posted by JackFarmer

  1. @tapewolf Together with @Jedi_Wannabe you have been the only one till now to mention that! ...you also have an M1 at home? As for the Books of the True Believers:
  2. Hello Summer, Try this:
  3. Looking forward to seeing your next WIP!
  4. "2 is 1 to 2 is normal" --> what does that mean? I am sorry that you do not like it; I for one think that the church has cool Thief vibes. I will start a rerun of this mission Sunday evening CET as I want to ghost it.
  5. Look out for the deep lake kraken!
  6. Hidden Hands: The Lost Citadel ============================================================== Title: Hidden Hands: The Lost Citadel Filename : hhtlc.pk4 Authors: Jack Farmer with Amadeus & Joebarnin Date of release: 18.09.2020 Latest version: 5 (released June 2021) EFX: Yes ============================================================== Hidden Hands series: I - Initiation II - Vitalic Fever III - The Lost Citadel ============================================================== Available via the Dark Mod Mission Downloader (Version 4) ============================================================== Jack Farmer: Mapping & drafts Amadeus: Editing and revising of all texts for readables, narration and dialogues, testing of gameplay and gameplay mechanics, all alpha testing & performance optimization joebarnin: Beta testing lead, debugging and debugging reports Beta testers: Krilmar Joebarnin Cambridge Spy manzanita-crow Shadow Voice actors: New Horizon: The educated Builder & Brother Gilbert (Briefing video) Goldchocobo: The naive Builder, guard (A union of its own) Jedi_Wannabe: Two guards (Of monsters and master guards) AndrosTheOxen: Jonus, guard (A union of its own) Boy Lag: Guard (Evolution of the peasants) Malasdair: Narrator (Briefing video & in game comments) Special thanks to: - Springheel, Sotha, and Fidcal for the tutorials - VanishedOne, HMart, Destined, Grayman, Joebarnin, Dragofer, demagogue, AluminumHaste, STRUNK, Geep and ERH+ for patiently answering my questions and solving in-game issues - All voice actors & beta testers for their great support - All others not mentioned here who answered my questions in the Newbie thread or via PM Pilfered items: - Setup for the main menu animation originally developed by Goldwell for "Snowed Inn" - Portal sky with trees originally developed and arranged by Dragofer for "Down By The Riverside" - Selected cliff sections originally developed and arranged by Dragofer for "A Perilous Refuge" - The scary, red-eyed Builder ghosts that have been originally developed by Bienie for "Longhorn Lodge" - Floating boat set-up originally developed by Bikerdude for one of his missions Contributors from the Inventor's Guild: - STRUNK created a prefab (S.T.A.R.S) used for various puzzles and mechanical items, he also helped with models - Dragofer supplied the experimental func_mover entity (modified by STRUNK to fit the mission purposes) - Joebarnin provided the script alteration for the mechanical locks - Grayman adjusted the switch/door mechanics for all sliding doors and fixed several AI problems Additional ambient sounds by gigagooga All other new ambient tracks and sound effects produced and mixed by Jack Farmer Explosion sound taken from freesound.org produced by tommccann Drowning man sound taken from freesound.org produced by muses202 Engine room machine sound taken from freesound.org produced by Astounded Electric zap taken from freesound.org produced by Joel_Audio Briefing video by SirSmokeALot "Walk On Roses" (title screen reprise) RC Deickler - Drums & loops R. Recum - Keyboards gigagooga - Additional ambient outtakes This mission is dedicated to all past & present Dark Mod and Dark Radiant contributors - thank you for all of your hard work over the years. ============================================================= Listen to another crazy inventor and learn more about his sick brain! Marvel at the latest inventions from the Inventors Guild! Sneak through long forgotten ruins and face (yes. I know, once again) the unspeakable evil! Show the undead that the living are not to be trifled with! Solve puzzles the complexity of which would even melt the brains of Nobel Prize winners!
  7. ...the mapping machine did it again! Congratulations on the release! I will have a look asap! Jack
  8. @Dragofer How does the interactive map detect the player's position? Is it controlled via the info location entities?
  9. @Dragofer I anticipate lots of models/brushes/func statics have been merged into single models with the "save selection as new model" command? From flying over the map, I think that should easily be 8,000 + objects without some sort of optimisation.
  10. Hello cabalistic, What an effort, congratulations! Jack Ist halt Qualitäts-Arbeit aus Oberbayern. Wo soll so was auch sonst gemacht werden?
  11. I couldn't resist, I just played one hour and (Builder, forgive me) noclipped to see the scope of the mission. The map size is not insane; it is some new sort of madness which has not been described scientifically till now. All these details, a mushroom here, a branch there, steam from gratings, if one looks up illuminated windows, balconies, dormers, pipes and practically no vertically flat surfaces. This must have been hellish to work on. How long does compiling take? Fives minutes is surely not enough. Great work, guys, really great work! Jack
  12. I am afraid you are right.
  13. @Amadeus ..yeah, you are right... However, I really like Bill Duke. First time I saw him was in "Predator" and thus I was very happy to see him acting in both "Lost" and "Battlestar".
  14. Oh, oh, oh! I will download asap! Thank you very much! Jack
  15. Hm...maybe @Amadeus can clarify that. He is an expert on the series. I for one think that "The Plan" was much worse. On the other hand, "The Plan" was not part of the orignal show. Thus, maybe you are right.
  16. Nonsense. I have started my map when 2.07 was the latest version. Since it is very likely that players will use 2.08 for my mission (and I anticipate the same goes for The Painter' Wife"), I switched my 2.07 mission to 2.08 beta as well. Unfortunately, 2.08 shows severe non-mapping problems I would have to fix for a 2.08 release (especially when it comes to AI behaviour) anyway.
  17. French indie rock band Really remarkable.
  18. Thank you very much for fixing these issues! After beta testing and integration of the briefing video, I will wait for 2.08 to be released before publishing the mission.
  19. Check here running time 0:00 - 2:20: In short: 1. Your WIP folder belongs into the fms folder 2. Create inside your WIP folder the file "darkmod.txt" - put in there the following "Title: Whateveryoulike" 3. Start DM and select "Whateveryoulike" from the mission list and install it 4. from now on you can map/dmap directly from here simply using the command "dmap/map mapname" - no further path definition needed 5. Open DR and Open "File --> Project Setup" and do as Springheel explains in the video above. If you are experiencing then xdata problems, just report it in the Newbie thread and we will help you to sort things out.
  20. Congratulations. I just watched parts of your stream dated May, 24th, 2020. Why didn't you create a project set up in both DR and DM directly targeting your WIP? That would have made things much easier when it comes to mission testing (and wip names should - of course - be as short as possible! ). Moreover, was there a special reason you didn't use the readable editor to create the readables?
  21. Nope, the attached prefab was just created for the attachment. In the map file itself, I just selected all relevant parts and used the "Save selection as model" command.
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