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  1. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  2. I've been wanting to post this topic for many months now. It's a continuation to ideas I posted a while back, regarding my wish to create a total conversion for TDM, adding a cyberpunk theme alongside the original steampunk world. The reason for making a new thread is that I have a plan laid out by now, but will need help from the community with it. I wish to know how many people would be willing to help out, so that I may know whether I should start laying out the foundation of this project. I will explain exactly what I plan to do in the form of a FAQ below, so that I can easily cover every aspect. This is going to be long, so make sure you have some time before diving into it! If you want to go straight to the points about what I require and skip the rest, read the titles in red which cover the essential paragraphs. What is this all about?The idea is in part inspired by one of the favorite games in my childhood, DeusEx - The Conspiracy. I used to spend weeks playing through it every few months, drawn by its adventurous story and its dark yet appealing environments. Since the last few years, it's been a dream of mine to create a FOSS cyberpunk stealth game with RPG elements, that would be entirely unique (similarly to how TDM is unique from Thief) yet have the same feel and atmosphere I loved about it (once again like TDM has the same atmosphere as Thief). My earliest thoughts were on trying to achieve this in Xonotic, which is a GPL licensed arena-type shooter I've been a long time contributor to. Of course I eventually abandoned the idea... mostly given that Xonotic has no features for single-player mechanics, such as saving / loading or any kind of AI except bots treated as real players. Then more than two years ago, I finally discovered The Dark Mod. After playing it for some time, I quickly realized it's by far my best option to making such a project come true. Why The Dark Mod, instead of building the game from scratch? It was designed to be a steampunk stealth game after all!The first reason why I want to use TDM as a basis is that it already has every crucial mechanic I need, in terms of AI and interaction and world programming. It does of course lack a lot of the features I ultimately hope to include, although most are optional and I could attempt scripting them at a later stage... for now little to no game code chances would be required. The most significant features are the AI (very advanced and intelligent), carefully balanced gameplay plus other common ideas, as well as the mapping system with its intelligent area portals. It should also be considered that while I'm usually a competent contributor, I'm terrible when it comes to programming something from the ground up, so there's no other way this could happen as a FOSS project unless I hire an entire team. The project aims to be a stealth game that works the same way after all, so why not? To exemplify what I mean: You can open DarkRadiant and build a medieval town with a tavern, then add a guard patrolling the tavern with a bow and a sword. In the conversion, you'll be able to build a futuristic city with a club, and have a guard patrol that club with a knife and a rifle. In both cases, the AI will do exactly the same things with equally correct results: The guards take the same patrol routes, chase after the player the same way, vocally alert one another in the same fashion, and search rooms and hiding spots as efficiently once the player disappears from view. There is no "medieval patrol style" versus "futuristic patrol style", the choices and decisions are exactly the same! The only considerable difference will be the assets and animations and settings. The second reason is that I'm a fan of the idTech engines as well as gtkRadiant based editors. idTech 4 is in fact one of my favorite engines in the line, due to how intuitively it was designed at its core and how much it pulled off during its day. Its only problem is that it hasn't had as many developers forking and modernizing it, unlike idTech 3 with say Daemon engine (for Unvanquished)... that is of course not its fault, and in part due to being open-sourced much more recently in comparison. How exactly would the mod work? Are you thinking of creating your own TDM fork?I don't plan to create an actual fork of TDM, which would be impossible to maintain on my own and only divide the community and its efforts. My plan is to create a mod that will run on top of vanilla TDM, adding new content without affecting any of the existing functionality. The mod would be distributed as one or many pk4 files, which are simply dropped into the main directory next to the stock pk4's! Its assets will be grouped under the mod's own name, so that they're always distinguishable from the normal ones... just like every default component is listed in a "thedarkmod" directory inside DarkRadiant, they would be listed in a "howeverthiswillbecalled" group. Once you have the pk4(s) of the mod inside your TDM installation, normally download any mission using them it in order to play it! So missions will be able to use entities and assets from both stock TDM and this mod?My plan is to allow that, and nothing should prevent maps with mixed assets. Keep in mind however that I ultimately want the mod to be independent, and encourage relevant missions to only use textures and entities included with it rather than a mix! If you take out every single stock TDM asset (excluding md5anim's which will be reused) the mod will be expected to work on its own. Will the new assets also be non-commercial?Unlike vanilla TDM, I don't wish to include any CC-*-NC and CC-*-ND assets with the mod. That's primarily because I find them limiting, and feel that they ruin the openness of the project. Is there a name for the mod yet?I've been thinking about it but haven't fully decided so far. I want it to be something familiar and related to TDM; Initially I wanted to call it The Dark Modern, but that sounds rather silly. The name I'm considering now is The Dark Machina, which retains familiarity with TDM and is also more theme relevant... further suggestions are appreciated. What is the benefit for the community? Why should anyone put any effort into this?The project is targeted to everyone in the TDM community who alongside a steampunk stealth game, would enjoy a cyberpunk stealth game of equal or greater visual fidelity... with exactly the same base gameplay and core functionality, but an entirely different world and atmosphere. The project will be publicly available on a Git repository of its own (most likely Gitlab), and anyone will be able to easily install it on top of vanilla TDM. Simply put: If you help and things go according to plan, you'll have a triple-A scifi game inspired by the look and feel of the DeusEx series, just as you currently have a triple-A game victorian game inspired by the look and feel of Thief. What do you need help with exactly? What would others have to do?Obviously I'm not asking others to do the work for me. But at the same time, it's not something I can just go ahead and do on my own either! For this reason I've come up with a plan, which would allow contributions to happen gradually whenever someone willing to dedicate their time to helping adds something new. This is mainly a call to existing TDM developers, who know best how to export and define new assets. If the project takes off, based on the answers I get in this thread, the starter plan is as follows: I will be creating two Git repositories. One will be the official repository of the mod, which will contain assets in working format and condition... the other will contain images, sounds, blend files, and other resources in their native format. This will include freely licensed assets I find on the internet, which I will hand pick and tweak to make sure they're in the readiest state possible, then sort them in a way that's easy to work with. Most will be taken from http://opengameart.org and http://www.blendswap.com and I'll likely use a few things from Xonotic altogether! The assets included in this repository are to be exported and / or converted to TDM compatible formats, then included in the real mod repository. A list will be maintained in order to keep track of which assets have already been ported. Every ported asset can be issued as a pull request, or sent to me personally in case the contributor doesn't have access to the Git service that will be used. The rigging, exporting, and conversion processes are what I require the community's help with! As far as models textures and sounds go, no new content will need to be created... I plan to use freely licensed resources which are already available and plenty, enough to create a full mod out of. Obviously I'll be doing some of the exporting and definition writing myself, but since there will be so much new content I can't do it all on my own... unless I dedicate every waking hour of my life to it for over an year, which would be more than I can handle TLDR: I'll be compiling a repository of game-ready assets, such as textures and models and sounds. Anyone who wishes to help is only asked to pick them up, adjust the TDM specific necessities (exporting to md5, creating material definitions, etc) and publicize the results for inclusion. So no new content is going to be needed?For the most part, no. There is only one exception to this rule: Voices. As they're something TDM specific, they have to be created to match the world and what's happening in it. They are however not a priority, and can happen at a later stage in the project. Until then we can live with a few cyborg troops saying things like "in the name of the Lord Builder, you shall go to the gallows, you heretic" Other than that, I will eventually want to add new functionality. Including a Minecraft type inventory system, computer chips the player can install into their suit or body in order to gain enhancements (modules / augmentations / whatever), and most importantly a re-implementation of the interactive touchscreens in Doom 3. Those are however even more distant needs in comparison, and not what this thread will focus on at this point... I plan to look into such once I'm sure there are enough contributors to be certain this is happening altogether. What do you need done for each type of asset explicitly?Here is a list of every new asset type the mod is going to introduce, and the steps I estimate to be required for each: Characters: I will be offering the blend files of all characters scheduled for inclusion. They will contain the mesh, textures, as well as the rig that the character comes with (if available). Steps to be taken include: Rigging the character to the TDM animation skeleton after using the original rig for initial posing (including face rigging), generating the shadow mesh, making sure polygon count is within acceptable limits, and finally exporting to md5. Lastly, generating and tweaking the character definitions (stats, team, social status, voice, etc) and the material definitions for the character's textures, which should be all that's needed for the model to become a working character. Notice: I'll be preparing a blend file containing the simplified / optimized TDM rig in order to ease the process, including the face rig which I remember had to be extracted from existing characters. Models: A similar process would be needed with static models and simple entities: They will be distributed as blend files which include the model and texture, and need to be exported to ase / lwo, with entity and material definitions in place. Textures: Most will likely be distributed as jpg and png, and will need to be converted to dds and tga. The material definitions will need to be created as usual. Sounds: Will be distributed as wav or ogg, which normally don't need to be converted. Sound definitions need to be created however.As far as specific TDM functions go, this is how I intend the modifications to work per component: Weapons: The plan is to keep each weapon the same in terms of purpose and functionality, and mainly modify the models animations and sounds. The same core code will therefore be used by each, but new entity definitions should be made in order to not affect maps using the existing items while the mod is installed. Menu: When a mission intended for the mod is installed, the main menu will use different textures and a different background song... no modifications to the entries or functionality will be made otherwise. I'm uncertain as to how this can be achieved, although it is lower on the priority list.What will be the modern equivalent of existing TDM items, as well as new content?Like I said, I plan to keep the functionality and purpose roughly the same, at least for a while. Therefore items will serve the same goals, and work almost exactly like the existing ones in TDM... it will be basically the names and appearances that change. The important replacements I currently have planned include: Weapons: Blackjack becomes Police Baton or Taser. Sword becomes Knife. Bow becomes Crossbow or Sniper (arrow types and behaviors unchanged). Items: Lantern becomes Flashlight or Keychain Light. Telescope becomes Binoculars. Compass remains Compass. Snake and Triangle lockpicks become Physical and Electronic lockpick (mechanical doors are unlocked with the first, electronic doors with the later). Potions become Medkits, Syringes, or special types of enhancements.As far as completely new content goes in regard to items and entities, here is a rough list so far: Books & Notes: Alongside the existing books and notes, laptops / smartphones / tablets will be added. They are unrelated to future plans for interactive screens, and simply refer to new types of visuals for readable items found throughout the world. Lighting: The replacement to existing candles and torches will mostly consist of desk lamps, particularly neon and LED based ones. Characters: A similar structure of factions will be followed, compared to the existing guards + thieves + civilians + beggars + nobles. In this case the main categories will be: Police (ideally different suits for various units), gang members (once again different clothing for each gang), with modern looking civilians of various classes. There will also be entirely new outfits covering jobs existent in modern times, such as scientists or industrial workers. Robots: The existing code behind the Steambot will be used to implement multiple kinds of security drones patrolling an area. Especially in early stages before new scripts are considered, they can have the same function of only sounding an alarm when the enemy is spotted. Props: There will be various modern props added throughout the world, depending on what content I find. This will include: Flaming barrels for poorer areas, futuristic cars and bikes parked on the sidewalks, televisions that play videos (in case itTech 4 allows video textures), and the list goes on.Closing thoughts:First of all, thank you for reading this enormous post, regardless of whether you wish to support the project or not. This is something I've dreamed of creating for a while now, and I really hope at least a few artists out there are willing to support it! Please leave your thoughts if you want, as well as voting on the pool so I can more easily estimate the help I may expect.
  3. Hey, I have something in mind, and I find myself wanting an AI character that is dark, supernatural (magish in power), who could be an evil influence in the empire. We don't really have any character like that in the game, and I think it'd add an interesting twist to story telling. So I was wondering if anyone has fleshed one out that's available?
  4. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  5. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  6. I was playing The Bakery last night and at the beginning when the wench comes out and stands by the well, she yawns but it's a man's voice. This happens in 2.05 as well, so it's been around for a while. It's not the map either, I checked another level with the wench AI and she does the same thing when yawning. All the other voiced barks are a woman's voice.
  7. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  8. The subtitles for the The Grumbler vocal set are now available: testSubtitlesGrumbler.pk4 This character was described in the original vocal script thusly: "a cynical complainer. He’s got a rough job and a rough life and he wants to make sure everyone knows it. He’s pessimistic and grouchy. Not well educated." As usual, the testing FM serves as the vehicle to provide these subtitles for eventual incorporation into TDM. Statistics In file fm_root.subs there are 360 "inline" subtitles, categorized as: 64 with an explicit linebreak, intending 2 lines 296 without 64 of the inlines have explicit duration extensions, as follows: 37 from 0.25 to 0.49, for 17 cps presentation rate 26 capped at 0.50 seconds, for 17-20 cps 1 with more than 0.50 seconds, for 20 cps There are 4 SRTs, all with 2 messages apiece. Of those 8 total SRT messages, 4 have an explicit linebreak, intending 2 lines In all, in this vocal set captioning, there are 364 voice clips with subtitles, showing 368 messages. Corresponding Excel File TheGrumblerSubtitles.xlsx This is based on Version 5 of the Excel Template for TDM bark subtitles, which was also featured in the preceding work for Average Jack, The Pro, and The Maiden.
  9. Hello all! It has been too long since a contest has been organized so this is an overdue proclamation. Part 1: The theme of this contest is "connections". This means that the mission must in someway relate to the story or characters of another existing TDM mission. For example, you could create a mission that creates a side story that connects a Thomas Porter series mission to a mission in the Penny Dreadful series. You could also create a mission that tells the story of what happened to a side character in a Thomas Porter mission before the events of a subsequent Thomas Porter mission. If you are the author of a mission series, you are free to create another entry in your existing series but are encouraged to somehow connect that new mission to a different author's series. If you are not the author of the series, it will be up to you to decide how strongly you describe or imply that your mission is connected to the series. Feel free to make branch stories of the main TDM campaign missions or be more adventurous and branch out from a unique gem like Blackgrove Manor. If you do intend to strongly associate your connected mission to a mission not created by the TDM team or Crucible Team, it may be best to reach out to the original author of the mission for approval or guidance. You are only free to create "official sequel" missions for a series if you either created that series or have approval from it's author. For example, should you decide to create a new Chronicles of Skullduggery mission and call it "COS 4: Sneaky Snacks" chances are that Bienie would not approve of this unofficial sequel and we could not host it or allow it to compete. It is safer if instead you create a mission that tells your own story but incorporates location names, characters, and story elements from an existing mission. Further, when incorporating these elements they should remain largely untouched. You can have your character discuss where Thomas Porter was going (etc) but you should not change Mr Porter's sexual orientation or conjure some story about his desire to quit his adventures to become a hot-air balloon operator. ( Unless the author Sotha approves of your fanciful divergent version of Mr Porter ) More "safe" ways to "connect" your mission to an existing mission: A story book (readable) that tells a fable version of what happened in a different mission. A character who hates the protagonist of a different mission for some reason. A character who has visited a town from another mission. The "connection" attribute will add to the "story score" and will be voted on. ( Ranging from 1 added perfect vote to 5 added perfect votes biasing the average. ) Part 2: 2.10 OPTIONAL Dev Build Bonuses To help promote the 2.10 beta process and encourage more testing, additional points will be added for using features from the latest TDM versions. This will be a risk \ reward scenario since cutting edge features may need to be changed or even removed by the final 2.10 release. We will work hard to ensure that features that are critical to the design of these missions are maintained and improved but we may not be able to guarantee 2.10 beta features will be considered stable for production. Mission authors are free to release a two versions of their mission ( 2.10 and 2.09, or 2.10 and 2.07 etc ) if they want to allow players who don't want to use TDM 2.10 beta ( Dev builds ) to play their mission. This isn't just a 2.10 initiative, you can see below that we are also awarding authors who use features from 2.07 to 2.09 as well. The newer the feature, the greater the reward. The reward for using a new 2.10 graphic or game-play feature will be 6 perfect votes added to your voting average. The reward for using a new 2.10 asset ( texture, model, sound, etc) will be 2 perfect votes added to your voting average. The reward for using a new 2.09 feature will be 5 perfect votes added to your voting average The reward for using a new 2.09 asset will be 2 perfect vote added to your voting average The reward for using a new 2.08 feature will be 4 perfect votes added to your voting average The reward for using a new 2.08 asset will be 2 perfect vote added to your voting average The reward for using a new 2.07 feature or asset will be 2 perfect votes added to your voting average These points will be averaged into either the graphics or game-play section of voting depending on what you add. I will attempt to identify what features are being used but will kindly ask that authors declare which features are being used in their submission thread. Standard Contest Scoring: Total Points = (gameplay * 3) + (Appearance * 2) + (Story \ Theme * 1) Max Possible = Total Votes * 5 (Outstanding) Category Score (%) = Category Points /Max Possible * 100 Total Score (%) = Total Points /Total Max Possible * 100 The vote count was equal in all categories for everyone so: TotalMaxPointsPoss (TMP) = AllCategoryVotecount(ACV) * 30 Full Weighted Score (FWS) = (Gamescore*3 + Visualscore*2 + Storyscore) / TMP Pre-existing maps: The contest will be for newly created missions. Authors can use modular assets and prefabs and limited pre-made map sections. If you wish to use an existing WIP mission, you will need to declare this in your release thread and other participants will need to agree that your mission should be allowed to compete. Otherwise, if multiple authors with WIP missions decide to join we can create a separate scoring for those missions. The submission deadline will be Christmas Day ( but we can extend the deadline if all participants agree to the request. ) ================================= Final Contest Entries: Winner: Wellingtoncrab "Iris" 97.08% Second Place: Bikerdude, Amadeus, Dragofer "Written in Stone" 95.28% 3rd: Kingsal "Hazard Pay" 95.06% 4th: Down and Out on Newford Road - thebigh 81.01% 5th: Paying the Bills 0: Moving Day - Jedi_Wannabe 77.64%
  10. Hello TDM-ers. I am encountering an issue where textures seem to partially disappear. I tried searching the forums, but, I don't know what to search for. The missing textures are a worldspawn brush acting as a roof with {for now} flat iron texture. There are other worldspawn brushes right below to create an attic ceiling with roof framework board texture. These gaps appeared a few edits ago. I can't "undo" to get back before whatever edit did this. The gaps are only visible during play and are not visible during editing. Closing and reopening DR and TDM do not fix anything. Some of the brushes overlap in areas behind the play area but I have never seen an issue doing that. The attached image has the effect I am now seeing. Ideas on where to start debugging this? Very much appreciated. Clint
  11. I'm planning to work on a few models, not only for TDM but also id Tech 4 in general. I'm not sure how a rig for player or character model should look like, what differences there'd be between them and if model bones would require a specific name (e.g. for IK). I know that there is a series of videos on how to make such a model from scratch, but I prefer "traditional" tutorials over videos (and don't really have enough time to watch them). I also know about Arcturus' excellent rigs, but I'm interested in creating my own for any future project for TDM/Doom 3 engine. Can anyone provide me with vague information how to set up my own rig? A short explanation and a few screenshots will be greatly appreciated!
  12. (I apologize for the odd poll question layout. I wasn't able to add five yes-no questions, because polls are limited to three questions.) Hi everyone, I've recently been working on some patches for issues that I've read about from players on the TDM and TTLG forums — and Discord. My goal is to make it as easy as possible for players, especially new players and those who need usability/accessibility options, to find what they need in order to have a better TDM experience. I've already written the GUI and game engine code for these settings, which I've been using in my personal build. The reason for this poll and discussion is to both guide the finalization of my work and collect data to help inform the dev team. Which patches I submit depend on the outcome of this poll, discussion, and what the dev team agrees to accept. Once decided, I can coordinate with the dev team. I've attached screenshots of what the new settings menu would look like if all of the settings are accepted. Below, I have detailed each menu setting, so you can have an easier time understanding each one. Very important to keep in mind: None of these settings change TDM default behavior. They are all opt-in. If you are already happy with the behavior of 2.10, 2.11, etc. and these menu settings are accepted, nothing will change for you. Rename "Always Run" to "Run Mode" with options "None, Always, Toggle" After 2.11 was released, @i30817 requested that "toggle run" be added to the settings menu. Its cvar is already in TDM as "in_toggleRun" (same as Doom 3). I propose renaming the "Always Run" setting to "Run Mode" with options: "None", "Always", and "Toggle". None = in_alwaysRun 0; in_toggleRun 0 Always = in_alwaysRun 1; in_toggleRun 0 Toggle = in_alwaysRun 0; in_toggleRun 1 Show Blackjack Helper @Wellingtoncrab suggested that the new blackjack helper be added to the settings menu. Its cvar was added to 2.11 as "tdm_blackjack_indicate". More info: It's the new blackjack helper added to 2.11. When the game detects that the blackjack can be used for a successful hit or KO, the blackjack will rise slightly. I propose a "Yes/No" setting for this. Slider for "View: Head Bob" @ChronA requested a way to disable head bobbing, because a viewer watching him play was having severe motion sickness. Also, there was a bug in TDM that made setting the head bob in the console not stick after loading a saved game. (Even with 2.11, if a mission overrides the "tdm_player_thief.def" file and sets "pm_bobroll", "pm_bobpitch", "pm_bobup", and other cvars, it will override player preferences.) As far back as 2008, players have had trouble setting head bob. Another one from 2018. At the end of 2022, @Shadowex3 registered just to voice the need for a way to control head bob. I propose that a slider be added to adjust the amount of head bob. This would use a new "pm_headbob_mod" cvar with a value between 0.0 and 1.0 (default 1.0, no change). The "pm_headbob_mod" would be a multiplier for "pm_bobroll", "pm_bobpitch", and "pm_bobup". The advantage to this approach is that missions like Volta 2 and Hazard Pay would not need to adjust their "tdm_player_thief.def" files for head bob to work properly. And, the player can still adjust "pm_bobroll", "pm_bobpitch", and "pm_bobup" as they like. Slider for "View: Mantle Roll" This is similar to head bob for those who are sensitive to motion. Its cvar was added to 2.11 as "pm_mantle_roll_mod". A Thief player on Discord said, "2.11 will have a cvar to tune down the mantling animation at last." I propose that a slider be added for "pm_mantle_roll_mod". Auto-Search Bodies @Zaratul requested the "auto-search bodies" feature from Thief 1 & 2. Its cvar was added to 2.12 dev16783-10307 as "tdm_autosearch_bodies". I did a poll on the a Thief Discord server and roughly 20% of players there use the Thief auto-search bodies feature. I propose a menu setting for this, so that players coming from Thief 1 & 2 can easily find it.
  13. Hi Frank Cotton, please do what you want, but if you don't mind, I have some suggestions for you to consider, If perchance along modeling, you know how to animate, personally and I mean personally, I would love if someone would make more animations for the werewolf character, specially a better run animation and a cool roar one for when he detects the player. Also again IMO, if instead of rework existing ones (that imo are fine for the time being), a totally new character would be cool, for example, like we have the small spider like guard bot, to me would be cool, to have a relative big, biped steampunk robot, with animations, at lest walk and search animations, why, because based on Doom 3, imo is sad to me that the engine has AI AAS support (ability to navigate in a level) for big monsters but TDM has none to take advantage of that. I can imagine some missions where the player goes to some inventor guild place and has to go around a massive robot to reach some high value thing. Something like where the head is a search spot light that goes around and he makes steam boat sounds when he detects the player. I know this second one is very probably way harder to make than the one above and TDM already has a automaton character but imo is to much a obvious reskin of the builder guard. A better automaton would be cool, one that is more or less the representation of a human guard but still very different, something not like but akin to the following, world be cool Where his eyes are red and cast a spot light mood example Of course all of this new characters without animations, will be almost useless only used has static props, so again if you can't animate, reworking a existent character is obviously better. Just my two cents.
  14. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  15. I did some digging, and it turns out I did write a script for a female pagan, or at least partially, back in 2010. It's not great, but it's something to work with (it's also a bit out of date, as we've added toour barks since then). Pagan female VOCALS Tone and Attitude The Dark Mod strives to have a somewhat dark, gritty, and believable tone. Characters should avoid dramatic clichés and dialogue that sounds like sitcom humour. Characters should react with genuine emotion and in ways that make sense given their personality and education level. Dialogue should be generally modern, North American English, but with a slight renaissance flavour. The more educated the character, the more renaissance-speak is appropriate. Avoid modern-sounding words and phrases (eg, "What's up?" "See you later" or "I'm going to kick your ass"). But at the same time, this isn't Shakespeare--the dialogue has to sound fairly natural to modern English speakers. AI Characters "The Pagan Woman” – poorly educated and rural; refers to old gods and mystical beliefs [AI Non-Alert States] These AI are idle; not doing anything in particular. They are bored and talking to themselves, so just like when people think out loud, the beginning and end of their dialogue will often trail off into mumbling. Relaxed: You're either not working or aren’t expecting any trouble. You’re relaxed and somewhat bored. Dialogue can be punctuated with sighs and muttering. Throat clearing/coughs x3 Sighs x2 (it’s been a long day) Humming a simple tune x2 idle_1 "’The dark lady hides her face from the moon this night." idle_2 "It is too late in the season to be so cold here. It chills the bone." idle_3 "I hope he brings back something to eat.” idle_4 "’There is nothing to be done about that. Nothing at all.” idle_5 "I keep forgetting to lay those out to dry. Now they’re going to be damp again. [sigh] " idle_6 “By the spirits, I thought this would be all over by now.” idle_7 “The wise one finds tongues in trees and sermons in stones.” idle_8 “”The blackbirds are silent tonight. That’s never a good sign.” Idle_9 “We need some rain soon, or the fields will all be bare.” Idle_10 “If it doesn’t rain, I’ll pick some more tomorrow…they will be almost ripe by now.” Idle_11 “I told her not to let them spoil. And what does she do? The girl has no sense at all.” "By his own hand. Ha. An embarrassment, to him and to his clan." Idle_5 "When we next cross paths I'll put an end to it. For good." Idle_8 "The raven disturbed me. It seemed anxious about something (, but what?)." Idle_shaman_1 “The stars light our path. There is great wisdom to be gained from them.” Idle_shaman_2 “Let the ancient wisdom guide you. The voices of our ancestors speak to us through many forms.” Idle_shaman_1 "Fire is a mysterious being; it warms our bodies and it burns our dwellings." Idle_shaman_2 "Will the dark lady heed my pleas? Even she seems to avoid this troubled corner." Idle_shaman_6 "The rat cannot defeat the hawk, but it feasts upon the hawklings. Such is the way of things." At Alert 0: On the job. Similar to above, but you’re working so you’re a little more alert. Number of Wavs: 3 alert0_1 "My weapon is as keen as any man’s.” [AI Alert States] To Alert 1/1.5: You notice something subtle but aren’t sure what it is. You are mostly talking to yourself, so you should not be particularly loud and may trail off. Number of Wavs: 3 to_alert1_1 "Hm?" to_alert1_2 “Hmm, what might that be?" to_alert1_3 "What is that?" To Alert 1/1.5 + Heard: Same as above, only this one means you notice something auditory. Number of Wavs: 3 per character to_alert1_sound_1 "What was that sound?" to_alert1_sound_2 "Is something there?" To Alert 1/1.5 + Saw: Same as above, only you notice something with your sight. Number of Wavs: 3 per character to_alert1_saw_1 "What’s that I see?" to_alert1_saw_2 "Is that something over there?" to_alert1_saw_shaman_1 "The shadows twist and bulge." To Alert 2: You notice something, and it caught your attention enough to warrant checking it out. Number of Wavs: 3 per character to_alert2_1 "What is that, I wonder?" to_alert2_2 "What could that be?" to_alert2_3 "Is someone there?" To Alert 2 + Heard: You hear something loud which you should investigate. Same as above only now it's specific to hearing. to_alert2_sound_1 "What was that noise?" to_alert2_sound_2 "What is making noise over there?" to_alert2_sound_(shaman?)_3 "That is no sound of the night." To Alert 2 + Saw: You saw something in the shadows which you should investigate. Same as above, only now specific to seeing. Number of Wavs: 3 per character to_alert2_saw_1 "What’s that moving in the shadows?" to_alert2_saw_2 "Who is creeping around over there?" to_alert2_saw_3 "What? What is that?" To Alert 2 + Company + Heard: You notice something auditory with company . to_alert2_soundx2_1 "Did you hear something there as well?." to_alert2_soundx2_2 "Do you hear something strange?" To Alert 2 + Company + Saw: You notice something visually amiss with company and start to investigate. Number of Wavs: 2 per character to_alert2_sawx2_1 "I thought I saw something. Come with me." to_alert2_sawx2_2 "Help me. Something is in the shadows." Returning to Alert 0, generic: You saw or heard something suspicious, but you can't find any evidence of anything serious. It was probably nothing. Number of Wavs: 3 per character to_0_1 "Some sprite or hobgoblin is playing tricks on me." to_0_2 "It appears to be nothing..." to_0_3 "’Hmm, now there’s nothing.” to_0_shaman_1 "The dark holds many secrets. This one will stay uncovered, for now." Returning to Alert 0, hearing: As above, but you thought you'd heard something. Number of Wavs: 3 per character to_0_sound_1 “That must have been the cat." to_0_sound_2 "Maybe it was a raven’s cry. Be bad luck, if so." to_0_sound_3 "Don’t know what that was, but it’s gone now." Returning to Alert 0, sight: As above, but you thought you'd seen something. Number of Wavs: 3 per character to_0_saw_1 "Just the shadows moving. You’re being silly" to_0_saw_2 “Something was scurrying around there, but it’s gone now.” to_0_saw_3 “I thought I saw something…oh well. ” To Alert 3: You see or hear something that makes it pretty clear that there's someone there, but you don't know exactly who or where they are. You’re all business now. to_alert3_1 "Ho, come out from there!" to_alert3_2 " Who is hidden in the shadows there?" to_alert3_3 "Come out of the shadows so I can see you." to_alert3_4 “I don’t know why you’re hiding, but you’d better come out.” to_alert3_5 “Oh! Who are you?” to_alert3_6 "Who is there?" Returning to Alert 0, no evidence: You know you saw someone, but you've searched around and can't find them. This bark is played as you give up the search. You still don’t know for sure that it was an intruder, but you are highly annoyed. Number of Wavs: 5 per character to_0_search_1 "Well, you’ve given me a good fright." to_0_search_2 "Some spirit is playing tricks in the shadows." to_0_search_3 “I can’t see anyone now. Perhaps they have gone….” to_0_search_4 “Well, whatever it was, it seems to be gone….” to_0_search_5 "A mischief-maker is around here somewhere. Hopefully he’ll leave me alone now." Lost Player after Pursuit: You were chasing the intruder when suddenly he disappeared. He can’t be far. lost_player_1 “What? What kind of magic is this?” lost_player_2 “He seemed mortal, but he vanishes like a spirit…” lost_player_3 “He was here but a moment ago!” Return to Alert 1, evidence: You have confirmed there is an intruder but he's given you the slip. You've searched for him, but haven't been able to find him. You're giving up for now but you aren't letting your guard down. Number of Wavs: 5 per character to_0_spotted_1 "The cut-throat has escaped, for now." to_0_spotted_2 "He must have fled by now." to_0_spotted_3 "I did what I could, but he must have gotten away." to_0_spotted_4 " Maybe he’ll show his face again. But I can’t search any longer ." to_0_spotted_5 "He’s gotten away. But he won’t surprise me next time." Return with help, spot player: You have run away from the player, gotten help, and returned. The player is still there, so you order the help forward. Number of Wavs: 2 per character gotten_help_1 "The outsider. Get him!" gotten_help_2 "Go! Get him before he gets away!" Return with help, lost player: You have returned with help but the player is no longer visible. Number of Wavs: 2 per character gotten_help_gone_1 "He must have fled on the wind to get away so fast." gotten_help_gone_2 "By the Raven’s wing, where could he have gone?” Recently Saw Player: You just saw the player not too long ago, but the player escaped. Now, you're telling your comrade that there is an intruder and that you have seen him. Number of Wavs: 3 per character saw_playerx2_1 "Be eagle-eyed, we have an intruder about." saw_playerx2_I “I saw an enemy; keep a sharp eye out ." Suspicious, warn friend: You have seen non-specific evidence of an intruder, and are warning a friend about it. warning01 “Things do not look right. Be on your guard!” warning02 “The spirits are telling me that something is wrong." [AI Searching] You are actively looking for the intruder, and are either muttering to yourself or taunting them. Investigate Alert 3: You’ve seen enough to know that there is somebody there, but you're not 100% sure that it’s an intruder. Still, anyone hiding from you must be up to no good. Number of Wavs: 5 per character search3_1 "Why are you hiding from me?" search3_2 "Who’s there? Come out now and stop playing with me." search3_3 "Who is hiding? I’m not going to hurt you." search3_4 "I know someone is here...I didn't imagine it." search3_5 "Mortal or spirit, just show yourself and be done with it.” search3_6 "Where are you hiding?" “Be you spirit or mortal, come out and speak to me.” search3_1 "My eyes pierce the dark like an owl's." Investigate Alert 4: You know for sure there is an intruder, and you're looking for him. Number of Wavs: 5 per character search4_1 "You cannot hide forever, young rodent!" search4_2 "I know you’re hiding here." search4_3 "Come out, you agent of darkness." search4_4 "Come out, I say!" search4_5 “The Grey Lady guides me, and she sees all." “The darkness is deep, but it be not wide…I will find you soon enough.” [Combat and Pursuit] You have spotted the player and identified him as an intruder. You are either attacking, or preparing to attack. If you're a noncombatant, you're getting ready to flee. Either way you want to draw a lot of attention to yourself, so you are generally shouting loudly. Spotted the Player, combatant: You see the player and are charging to attack. Number of Wavs: 5 per character spotted_combat_1 "I'll fight you myself, you jackal!" spotted_combat_2 "I'm not afraid of you!" Spotted the Player, combatant, with help: You're with friends when you finally spot the player. Number of Wavs: 2 per character spotted_combatx2_2 " There he is. Get him!" Spotted the Player with a Body, combatant: You see the player carrying a dead or unconscious person. Number of Wavs: 1 per character spotted_combat_body_1 "Stop there, you vulture!" Spotted the Player, noncombatant: You're not prepared for a fight. You see the player and are preparing to flee. Number of Wavs: 5 per character spotted_civilian_1 "Help me! There's an intruder!" spotted_civilian_2 "Oh no! There's a thief!" spotted_civilian_3 "Oh no! Spirits protect me! " spotted_civilian_4 "Help! Defend me!" spotted_civilian_5 "Someone help! There’s a raider!" Killed Player: You’ve won the fight. Taunt the player as he lays dying at your feet. killed_player01 “Beaten by a woman.” killed_player02 “I hope you have a penny for the ferryman.” killed_player03 “You’ll not bother me again.” killed_player_shaman01 "You will become one with your ancestors." Running Away for help: You're fleeing, either because you don't know how to fight, or you tried to fight and are badly hurt. Call out to for help. Number of Wavs: 3 per character fleeing_1 "Help me!" fleeing_2 "To my aid!" fleeing_3 "Oh please help!" Coming to assist: A comrade called for help (or you heard sounds of a fight) and you are on your way to assist them. Number of Wavs: 2 per character combat_assist_1 "I will do what I can!" combat_assist_1 "Courage! Help is on the way." Frustrated: The player is out of reach (such as standing on a stack of crates or across a chasm) and you can't reach him. Number of Wavs: 4 per character frustrated_1 "What kind of man are you, running from a woman!" Throw Object at Player: The player is out of reach (such as standing on a stack of crates) and you can't reach him. You're angry and throw something. Number of Wavs: 3 per character missile_generic_1 "Take this!" Shooting: You're shooting arrows at the player. Number of Wavs: 2 per character archer_1 "My aim is keen.” archer_2 "Here comes another." Attacking : You're grunting and attacking attacking_1 "Ha!!" attacking_2 "Arg!" attacking_3 “Hiya!” Combat, winning: You are winning the fight and take a moment to taunt your opponent. These need to be said quickly, as the fight is still going on. attacking_hit_1 "You can't beat a woman?" Die Quiet: You got assassinated or blackjacked and are going down. Make a grunt, but as the name suggests, it's kind of quiet. This should only be about a second in length. die_quiet_1 "UNH" die_quiet_1 "Arg" die_quiet_1 "HHnnnn..." Die Loud: Yep. You're dead. Theatrics are welcomed here, though not too over the top. This should be about 2 - 4 seconds in length. die_loud_1 "AHHHHHHHHHHH" die_loud_2 "Noooo....." die_loud_3 "Arggghh......." Blinded: You have been blinded by a flash of light. Number of Wavs: 1 per character. blinded_1 "My eyes!! I can't see!" Gassed: You have been gassed. Cough, sputter and pass out. This should be quick-a second or two at most (it's fast gas). Coughing can be shared among characters Number of Wavs: 1 gassed_1 "..cough cough" Drowning: You are drowning. Gurgle and choke. Number of Wavs: 1 drowning_1 "Gurgle" [Find States] You have found or observed something that looks out of place. You aren't seeing or hearing the player, but something that might be a sign that an intruder was here earlier. Since you don't expect anyone is nearby, you're mostly talking to yourself. Suspicious Item, Generic: There is something nearby which should not be there or something which is amiss (such as when a guard notices that a chair is knocked over). It’s strange, and strange things always make you a bit suspicious. Number of Wavs: 4 per character suspicious_item_1 "Hmmm, that’s not as it should be." suspicious_item_2 "This is strange…” suspicious_item_3 "Who did this?" suspicious_item_4 "This is not right." Notice Weapon: There is a weapon lying around. How did it get there? Number of Wavs: 2 per character notice_weapon_1 "Who has left his weapon here?” notice_weapon_2 "A weapon? What is that doing here?" Notice Door Open: There is a door open that shouldn't be. Number of Wavs: 2 per character notice_door_1 "No wonder there is a draft." notice_door_2 "This should be closed..." Notice lights off, generic: The lights are off, but shouldn't be--these can be used for all types of light. Number of Wavs: 3 per character notice_lights_1 "Who has turned out the light?" notice_lights_1 "The darkness is deep. What happened to the light?" Notice lights out, flame: You notice a torch or candle that should be lit has gone out. Number of Wavs: 3 per character notice_lights_flame_1 "The flame must have burned out." notice_lights_flame_2 "Hmm, it is out.." notice_lights_flame_3 "Was that not lit a moment ago?" Relight light, flame: You notice that a light source is out. You relight it. Number of Wavs: 2 per character light_relight_1 "I’ll be the one to light it" light_relight_2 "I’ll suppose I must light it." Refuse to relight Torch: You notice that a flame is out. Refuse to relight it. Number of Wavs: 2 per character light_refuse_1 "I’ll not relight these any longer." light_relight_2 "Hmm, I’ll have to light it later." Notice Blood on Floor: There is blood on the floor. Obviously something serious is going on. Number of Wavs: 3 per character notice_blood_1 "Oh my! Blood?” notice_blood_2 "Blood!" notice_blood_3 "What violence has happened here?" Found Generic Body: You find a body on the ground. Number of Wavs: 2 per character notice_body_generic_1 "Oh help! fetch a healer!" notice_body_generic_2 "Someone has been hurt! " Found Female Body: You find the body of a woman on the ground. Number of Wavs: 1 per character notice_body_female_1 "A woman has fallen!" Found Male Body: You find the body of a man on the ground. Number of Wavs: 1 per character notice_body_male_1 "A man has been injured." Found Body Dead: You find a body of someone obviously dead. Number of Wavs: 3 per character notice_dead_1 "”What has been done here?" notice_dead_2 "Murder! Murder!" notice_dead_3 "Oh! Someone has been slain!" Found Female Body Dead: You find the dead body of a woman on the ground. Number of Wavs: 1 per character notice_dead_female_1 "A woman’s been slain!" Found Male Body Dead: You found a man, dead on the ground. Number of Wavs: 1 per character notice_dead_male_1 "Murder! A man has been killed." Found Body comrade: You find a comrade, dead on the ground. You are outraged. Number of Wavs: 2 per character notice_dead_friend_1 "One of us, slain!" Recently Found Body: You recently found a body and are relaying the information to a friend. Number of Wavs: 2 per character notice_deadx2_1 "There is a killer among us!" Had pocket picked: You had something on your belt, and now it's gone! That's pretty suspicious...though it's possible it *might* have fallen off, so it's not absolute proof of an intruder. Number of Wavs: 3 per character notice_pickpocket_2 "What? I had it but a moment ago." notice_pickpocket_3 "Has someone snatched it from me?” Found Something Missing: There is something significant missing that shouldn't be. You've obviously been robbed and you know it. Number of Wavs: 3 per character notice_absence_1 "What? Someone has stolen it!" notice_absence_2 "Gone! Oh, who has taken it?" notice_absence_3 "Raise the alarm, we’ve been robbed!" Recently Found Something Missing: You know you've been robbed and you're telling your buddy about it. Number of Wavs: 2 per character notice_absencex2_1 "We've been robbed! Alert the warriors." notice_absencex2_2 "There is a thief lurking about somewhere. You must find them!" [Greetings] Greeting, Guard to Guard: You spot a social equal who is a guard, on patrol. You greet them casually. greeting_guardxguard_1 “Good evening to you." “Is your night well?" Greeting, Guard to Civilian: You spot a civilian/servant while you're working. No time to chat; they need to know how important your job is. greeting_guardxcivilian_2 "Move along now." “Keep your nose out of trouble.” Greeting, Superior: You spot someone who is high on the social ladder and greet them. greeting_xnobleman_1 "Good eve sir." greeting_xnobleman_1 "May your sons be many and strong." greeting_xnoblewoman_1 "Good eve, Lady." greeting_xpriest_1 "May your god keep you." Greeting Generic: A casual greeting greeting_civilianxcivilian_1 "Greetings to you." greeting_civilianxcivilian_2 "May the spirits guide you." greeting_civilianxcivilian_3 "Good eve." “May you grow and be fruitful.” Greeting Inferior. You're a noble and see a civilian. You're better than them. greeting_noblemanxcivilian_1 "Stand aside there." Greeting inferior guard. You’re a noble and see a guard. Evaluate their performance. greeting_noblemanxguard_1 “Be about your business” greeting_noblemanxguard_2 "Trust the voices of your ancestors." “Keep your weapons ready.” Generic Responses: These should be said fairly monotone and noncomittal, as they could be replies to many different greetings. response_1 “Right.” response_2 “Uh huh.” response_3 “As you say.” Response_4 “As you wish.” Response_5 “Yes, sir.”
  16. I've been working on getting some female characters for the next update, but they're both dependent on getting vocals. Three different people now have the noblewoman script; I've also written a script for the upcoming "wench" character. The wench should ideally be the female equivalent of the thug, with a bit of a lower class accent. However, at this point I'll take just about anything, including Bikerdude doing a falsetto. Here's the script, in case anyone is able to help out. Wench VOCALS Tone and Attitude The Dark Mod strives to have a somewhat dark, gritty, and believable tone. Characters should avoid dramatic clichés and dialogue that sounds like sitcom humour. Characters should react with genuine emotion and in ways that make sense given their personality and education level. Dialogue should be generally modern, North American English, but with a slight renaissance flavour. The more educated the character, the more renaissance-speak is appropriate. Avoid modern-sounding words and phrases (eg, "What's up?" "See you later" or "I'm going to kick your ass"). But at the same time, this isn't Shakespeare--the dialogue has to sound fairly natural to modern English speakers. AI Characters "The Wench" – uneducated, saucy and bold. The wench has been around the block; she is confident and flirty. Suitable for barmaids, whores and female thieves. [AI Non-Alert States] These AI are idle; not doing anything in particular. They are bored and talking to themselves, so just like when people think out loud, the beginning and end of their dialogue will often trail off into mumbling. Relaxed: You're either not working or aren’t expecting any trouble. You’re relaxed and somewhat bored. Dialogue can be punctuated with sighs and muttering. Throat clearing/ coughs x3 Sighs x2 (it’s been a long day) Humming an idle tune x2 Sneeze x2 idle_1 "I thought I’d never be finished. I’ve worn my fingers to the bone with that." idle_2 "I need a good, strong ale if I’m going to make it through this night." idle_3 "There’s got to be a man around here who will buy a lady a drink.” idle_4 "I could scrub all night and not get that stain out.” idle_5 "*sigh* It feels like this day will never end." idle_6 “It’s far too late now. I’ll have to go to market and get some more tomorrow.” idle_7 “Bloody hell, if he wants it done differently he can do it himself.” idle_8 “Does she think I didn’t see her making eyes at him? The little slut.” Idle_9 “So much to do, and so little time…” Idle_10 “He said it wouldn’t take long, but I can’t wait around forever.” Idle_11 “Wait until she hears about this...” (talking about juicy gossip) Idle_whore01 “Bloody bastard. I’ll knife him if he gets rough like that again. I swear.” Idle_whore02 “…What kind of woman does he think I am? You pay extra for that, I don’t care who you are.” Idle_barmaid01 “A new skirt is good for business…does he think people pay just for the ale?” Idle_barmaid02 “If she breaks another mug she’s going to be in for a beating.” At Alert 0: On the job. Similar to above, but you’re armed and guarding against intruders. Number of Wavs: 3 alert0_1 "Anyone tries to take advantage, I’ll cut his manhood right out from under him.” [AI Alert States] To Alert 1/1.5: You notice something subtle but aren’t sure what it is. You are mostly talking to yourself, so you should not be particularly loud and may trail off. Number of Wavs: 3 to_alert1_1 "Hm?" to_alert1_2 “Huh?" to_alert1_3 "What was that?" To Alert 1/1.5 + Heard: Same as above, only this one means you notice something auditory. Number of Wavs: 3 per character to_alert1_sound_1 "What was that sound?" to_alert1_sound_2 "Is something there?" To Alert 1/1.5 + Saw: Same as above, only you notice something with your sight. Number of Wavs: 3 per character to_alert1_saw_1 "Was that…?" to_alert1_saw_2 "Is that something over there?" to_alert1_saw_3 "Did something move?" To Alert 2: You notice something, and it caught your attention enough to warrant checking it out. A little louder than above…you definitely saw/heard something. Number of Wavs: 3 per character to_alert2_1 "Huh? That was something." to_alert2_2 "What could that be?" to_alert2_3 "Is somebody there?" To Alert 2 + Heard: You hear something loud which you should investigate. Same as above only now it's specific to hearing. to_alert2_sound_1 "What was that noise?" to_alert2_sound_2 "What is making that racket?" To Alert 2 + Saw: You saw something in the shadows which you should investigate. Same as above, only now specific to seeing. Number of Wavs: 3 per character to_alert2_saw_1 "What’s that over there?" to_alert2_saw_2 "Who is moving about there?" to_alert2_saw_3 "Hey, what is that?" To Alert 2 + Company + Heard: You notice something auditory with company . to_alert2_soundx2_1 "Did you hear something there?." to_alert2_soundx2_2 "I heard something. Come help me look." To Alert 2 + Company + Saw: You notice something visually amiss with company and start to investigate. Number of Wavs: 2 per character to_alert2_sawx2_1 "I thought I saw something. Come help me." to_alert2_sawx2_2 "Did you see something is in the shadows?" Returning to Alert 0, generic: You saw or heard something suspicious, but you can't find any evidence of anything serious. It was probably nothing. Mutter to yourself. Number of Wavs: 3 per character to_0_1 "Huh. Got all worked up for nothing." to_0_2 "Looks like it was nothing after all..." to_0_3 "Hmm, nothing after all.” Returning to Alert 0, hearing: As above, but you thought you'd heard something. Number of Wavs: 3 per character to_0_sound_1 “Great, do we have rats in here?" to_0_sound_2 "Hmm, something must have fallen. " to_0_sound_3 "My ears are playing tricks." Returning to Alert 0, sight: As above, but you thought you'd seen something. Number of Wavs: 3 per character to_0_saw_1 "Must have just been the shadows." to_0_saw_2 “No telling what it was.” to_0_saw_3 “A light flickering, maybe. ” To Alert 3: You see or hear something that makes it pretty clear that there's someone there, but you don't know exactly who or where they are. You’re all business now. to_alert3_1 "Alright, I know someone is there!" to_alert3_2 " Come on out." to_alert3_3 "Stop lurking around there and come out where I can see you." to_alert3_4 “All right, who is that?” to_alert3_5 “Who’s there?” to_alert3_6 "Who is there, I say?" to_alert3_whore1 “Are you looking for a girl? No need to be shy.” to_alert3_barmaid1 “Is someone there? We’re closed for the night.” Returning to Alert 0, no evidence: You know you saw someone, but you've searched around and can't find them. This bark is played as you give up the search. You still don’t know for sure that it was an intruder, but you are highly annoyed. Number of Wavs: 5 per character to_0_search_1 "”I don’t have time to hunt peeping Toms." to_0_search_2 "I can’t see anyone now." to_0_search_3 “Whoever it is must have left.” to_0_search_4 “Well, that was a waste of my time.” to_0_search_5 "How am I supposed to relax now?" to_0_search_6 "*Hmph* Some snot-nosed little blighter, sneaking a look." Lost Player after Pursuit: You were chasing the intruder when suddenly he disappeared. He can’t be far. lost_player_1 “What? Where did he go?” lost_player_2 “Ok, where did he hide?”| lost_player_3 “Hey, he was here a moment ago!” Return to Alert 1, evidence: You have confirmed there is an intruder but he's given you the slip. You've searched for him, but haven't been able to find him. You're giving up for now but you aren't letting your guard down. Number of Wavs: 5 per character to_0_spotted_1 "The cheeky bastard has escaped, for now." to_0_spotted_2 "He must have gotten away by now." to_0_spotted_3 "He’d better not come back if he knows what’s good for him." to_0_spotted_4 " He’s too fast for me." to_0_spotted_5 "I can’t search forever, but he better not try to come back." Return with help, spot player: You have run away from the player, gotten help, and returned. The player is still there, so you order the help forward. Number of Wavs: 2 per character gotten_help_1 "There’s the blighter. Get him!" gotten_help_2 "Go! Get him before he gets away!" Return with help, lost player: You have returned with help but the player is no longer visible. Number of Wavs: 2 per character gotten_help_gone_1 “He was right here, I swear." gotten_help_gone_2 "Oh shut your gob. He was right here.” Recently Saw Player: You just saw the player not too long ago, but the player escaped. Now, you're telling your comrade that there is an intruder and that you have seen him. Number of Wavs: 3 per character saw_playerx2_1 "Spread the word; there’s a thief lurking about." saw_playerx2_2 "Be careful. There’s trouble ." saw_playerx2_3 "Keep your weapon ready, there’s someone sneaking around." Suspicious, warn friend: You have seen non-specific evidence of an intruder, and are warning a friend about it. warning01 “Keep your eyes open. Something’s not right.” warning02 “There could be trouble. Be ready for it." [AI Searching] You are actively looking for the intruder, and are either muttering to yourself or taunting them. Investigate Alert 3: You’ve seen enough to know that there is somebody there, but you're not 100% sure that it’s an intruder. Still, anyone hiding from you must be up to no good. Number of Wavs: 5 per character search3_1 "Where are you hiding?" search3_2 "What’s the matter…you only like to watch?" search3_3 "When I find you I’m going to box your ears." search3_4 "I know someone is here...." search3_5 "You silly git...come out at once.” search3_6 "Stop wasting my time and come out." search3_7 “Where could he be….?” Investigate Alert 4: You know for sure there is an intruder, and you're looking for him. You should sound much more serious and threatening. Number of Wavs: 5 per character search4_1 "You can’t hide forever you know!" search4_2 "If I don’t find you, someone else will!" search4_3 "You made a big mistake, coming here." search4_4 "Come out, I say!" search4_5 “Show yourself you coward." search4_5 “I’ll cut you when I find you." Investigate Alert 4, civilian: As above, but you can’t fight anyone, so you’re less threatening and more frightened. Number of Wavs: 3 per character search4_civilian_1 “Come on out now, please?” search4_civilian_2 “Shame on you. Why are you hiding from me?” search4_civilian_3 “This isn’t right…what do you want?” [Combat and Pursuit] You have spotted the player and identified him as an intruder. You are either attacking, or preparing to attack. If you're a noncombatant, you're getting ready to flee. Either way you want to draw a lot of attention to yourself, so you are generally shouting loudly. Spotted the Player, combatant: You see the player and are charging to attack. Number of Wavs: 5 per character spotted_combat_1 "I'll fight you myself, you brute!" spotted_combat_2 "I'm not afraid of you!" combat scream x2 Spotted the Player, combatant, with help: You're with friends when you finally spot the player. Number of Wavs: 2 per character spotted_combatx2_1 "Get him!" spotted_combatx2_2 " We can take him together!" Spotted the Player with a Body, combatant: You see the player carrying a dead or unconscious person. Number of Wavs: 1 per character spotted_combat_body_1 "Where are you going with that body?" Spotted the Player, noncombatant: You're not prepared for a fight. You see the player and are preparing to flee. Number of Wavs: 5 per character spotted_civilian_1 "There's an intruder!" spotted_civilian_2 "Oh! There's a thief!" spotted_civilian_3 "Get back, you!! " spotted_civilian_4 "Help! He’s got a weapon!" spotted_civilian_5 "Help! Lady in distress!" Killed Player: You’ve won the fight. Taunt the player as he lays dying at your feet. killed_player01 “Beaten by a girl.” killed_player02 “That will teach you to threaten a lady.” killed_player03 “You’ll not bother anyone again.” Running Away for help: You're fleeing, either because you don't know how to fight, or you tried to fight and are badly hurt. Call out to for help. Number of Wavs: 3 per character fleeing_1 "Help me!" fleeing_2 "Save me!" fleeing_3 "Oh please help!" Coming to assist: A comrade called for help (or you heard sounds of a fight) and you are on your way to assist them. Number of Wavs: 2 per character combat_assist_1 "I’ll help if I can!" combat_assist_1 "Hold on! Help is on the way." Frustrated: The player is out of reach (such as standing on a stack of crates or across a chasm) and you can't reach him. Number of Wavs: 4 per character frustrated_1 "Coward. Hiding from a girl?" Throw Object at Player: The player is out of reach (such as standing on a stack of crates) and you can't reach him. You're angry and throw something. Number of Wavs: 3 per character missile_generic_1 "Take this!" Shooting: You're shooting arrows at the player. Number of Wavs: 2 per character archer_1 "I’m going to make a pincushion out of you!” archer_2 "Here’s another!" Attacking : You're grunting and attacking attacking_1 "Ha!!" attacking_2 "Arg!" attacking_3 “Hiya!” Combat, winning: You are winning the fight and take a moment to taunt your opponent. These need to be said quickly, as the fight is still going on. attacking_hit_1 "Ha! Can't beat a girl?" Die Quiet: You got assassinated or blackjacked and are going down. Make a grunt, but as the name suggests, it's kind of quiet. This should only be about a second in length. die_quiet_1 "UNH" die_quiet_1 "Arg" die_quiet_1 "HHnnnn..." Die Loud: Yep. You're dead. Theatrics are welcomed here, though not too over the top. This should be about 2 - 4 seconds in length, and loud. die_loud_1 "AHHHHHHHHHHH" die_loud_2 "Noooo....." Blinded: You have been blinded by a flash of light. Number of Wavs: 1 per character. blinded_1 "What?? I can't see!" Gassed: You have been gassed. Cough, sputter and pass out. This should be quick-a second or two at most (it's fast gas). Coughing can be shared among characters Number of Wavs: 1 gassed_1 "..cough cough" Drowning: You are drowning. Gurgle and choke. Number of Wavs: 1 drowning_1 "Gurgle" [Find States] You have found or observed something that looks out of place. You aren't seeing or hearing the player, but something that might be a sign that an intruder was here earlier. Since you don't expect anyone is nearby, you're mostly talking to yourself. Suspicious Item, Generic: There is something nearby which should not be there or something which is amiss (such as when a guard notices that a chair is knocked over). It’s strange, and strange things always make you a bit suspicious. Number of Wavs: 4 per character suspicious_item_1 "What? That’s not right." suspicious_item_2 "How did that happen?” suspicious_item_3 "What’s gone on here?" suspicious_item_4 "This is not right." Notice Weapon: There is a weapon lying around. How did it get there? Number of Wavs: 2 per character notice_weapon_1 "That shouldn’t be lying around.” notice_weapon_2 "Whose weapon is that?" Notice Door Open: There is a door open that shouldn't be. Number of Wavs: 2 per character notice_door_1 "Who is leaving the doors open?" notice_door_2 "This should be closed..." Notice lights off, generic: The lights are off, but shouldn't be--these can be used for all types of light. Number of Wavs: 3 per character notice_lights_1 "Who turned out the light?" notice_lights_1 "It’s so dark in here." notice_lights_1 "Why are the lights out?" Notice lights out, flame: You notice a torch or candle that should be lit has gone out. Number of Wavs: 3 per character notice_lights_flame_1 "I guess it burned out." notice_lights_flame_2 "Another one out." notice_lights_flame_3 "Wasn’t that lit before?" Relight light, flame: You notice that a light source is out. You relight it. Number of Wavs: 2 per character light_relight_1 "I guess I’ll have to light it." light_relight_2 "’Better light it back up." Refuse to relight Torch: You notice that a flame is out. Refuse to relight it. Number of Wavs: 2 per character light_refuse_1 "I don’t get paid enough for this." light_relight_2 "Somebody else can do it." Notice Blood on Floor: There is blood on the floor. Obviously something serious is going on. Number of Wavs: 3 per character notice_blood_1 "Oh my! Blood?” notice_blood_2 "Blood! Oh dear..." notice_blood_3 "Was there a fight here?" Found Generic Body: You find a body on the ground. Number of Wavs: 2 per character notice_body_generic_1 "Hey, there’s someone hurt!" notice_body_generic_2 "Someone has been hurt! " Found Female Body: You find the body of a woman on the ground. Number of Wavs: 1 per character notice_body_female_1 "There’s a woman hurt here!" Found Male Body: You find the body of a man on the ground. Number of Wavs: 1 per character notice_body_male_1 "A man’s been hurt here." Found Body Dead: You find a body of someone obviously dead. Number of Wavs: 3 per character notice_dead_1 "He’s dead!" notice_dead_2 "Dead? Who did this?" notice_dead_3 "Oh! Someone’s been killed. Raise the alarm!" Found Female Body Dead: You find the dead body of a woman on the ground. Number of Wavs: 1 per character notice_dead_female_1 "A woman’s been killed!" Found Male Body Dead: You found a man, dead on the ground. Number of Wavs: 1 per character notice_dead_male_1 "Murder! A man has been killed." Found Body comrade: You find a comrade, dead on the ground. You are outraged. Number of Wavs: 2 per character notice_dead_friend_1 "Someone will pay for this!" Recently Found Body: You recently found a body and are relaying the information to a friend. Number of Wavs: 2 per character notice_deadx2_1 "Alert everyone, we have a murderer on our hands!" notice_deadx2_2 "Don’t go anywhere alone…there’s a killer around!" Had pocket picked: You had something on your belt, and now it's gone! That's pretty suspicious...though it's possible it *might* have fallen off, so it's not absolute proof of an intruder. Number of Wavs: 3 per character notice_pickpocket_2 "What? Now where did I put that?" notice_pickpocket_3 "How did I manage to drop that?” Found Something Missing: There is something significant missing that shouldn't be. You've obviously been robbed and you know it. Number of Wavs: 3 per character notice_absence_1 "Somebody’s broken in!" notice_absence_2 "Gone? Oh, who has taken it?" notice_absence_3 "We’ve been robbed!" Recently Found Something Missing: You know you've been robbed and you're telling your buddy about it. Number of Wavs: 2 per character notice_absencex2_1 "We've been robbed! Keep an eye out for a thief." notice_absencex2_2 "There’s a thief around here. He can’t be far away. " [Greetings] Greeting, Guard to Guard: You spot a social equal who is a guard, on patrol. You greet them casually. greeting_guardxguard_1 “’Evening, sir." “Having a good night, then?” “How’s your shift?” Greeting, Guard to Civilian: You spot a civilian/servant while you're working. No time to chat; they need to know how important your job is. greeting_guardxcivilian_1 "Move along now." greeting_guardxcivilian_2 "What are you looking at?" Greeting, Superior: You spot someone who is high on the social ladder and greet them. greeting_xnobleman_1 "Evening, your lordship." greeting_xnoblewoman_1 "Greetings, my Lady." greeting_xpriest_1 "Greetings, Father." Greeting Generic: A casual greeting greeting_civilianxcivilian_1 "Hello." greeting_civilianxcivilian_2 "Evening." Greeting Generic, Male: greeting_civilianxcivilian_3 "Evening sir, care for a bit of fun?" greeting_civilianxcivilian_4 “Like what you see?” greeting_civilianxcivilian_4 “Need a bit of company m’lord?” Greeting Inferior. You're a noble and see a civilian. You're better than them. greeting_noblemanxcivilian_1 "Out of my way." greeting_guardxcivilian_2 "Watch out, you vagabond." greeting_guardxcivilian_2 " Go away, I’m working." Greeting inferior guard. You’re a noble and see a guard. Evaluate their performance. greeting_noblemanxguard_1 “Stay alert, there.” greeting_noblemanxguard_2 "Not bad at all." Generic Responses: These should be said fairly monotone and noncomittal, as they could be replies to many different greetings. response_1 “Yeah.” response_2 “Alright.” response_3 “You said it.” response_4 “If you say so.” Response to Superior: A bit stiffer but still noncommittal response_1 “Yes, yes.” response_2 “Very well.”
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  17. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  18. Since it already has been mentioned in the forums, I'd like to announce a small project of mine. A few weeks ago I was playing Legend of Grimrock and it struck me that their level design is extremely simple and modular, and yet, the player can spend quite a lot of time in the game. And it looks pretty, too! So I wondered if it wouldn't be possible to create a modern "Dungeon Crawler" (solve puzzles, fight monsters, collect loot, progress your character, upgrade your equipment) type of game inside the TDM engine. The engine already supports a lot of things one needs for this, and the overal structure and assets work, too. And with prefabs, one might get the level layout done quickly. However, building a few test prefabs in DR is easy, but creating a full mission out of them is quite painful. Not only needs it a lot of planning, but you can also spend a lot of time "upgrading" things later on. For instance if you later want to add a grime decal to the walls, you have to revisit the entire map. Even worse is if you find out later that your block size must be bigger or smaller. So the idea was born to create a sort of framework that can assemble missions from prefabs. Preferable while getting the description of the mission from a text file. So far, this has been a lot easier than I thought. Here is what I got working so far: Overview: You can describe your mission in a (Unicode) text file. This contains overall options, different locations (each location can have its own ambient light, music,name, fog), and the connections between the locations. Each location can have multiple "floor levels", these are stacked on top of each other. The config file also specifies which symbol means "use this prefab". It is also possible to specify links (per location), which means you can say "this lever with the symbol A opens the door with the symbol D". The framework reads the prefabs, and then positiones them in the map. It also glues all the locations together, adds location_info entities, a player start, an exit, and an objective to reach the exit. The resulting map is then enhanced with script objects (all nec. assets are bundled together), and automatically dmapped via TDM. Everything then is packaged together into a working .PK4 file. My demo map takes about 20 seconds, where 15 are dmap. In addition to the "basic" stuff I also managed to get a few things working, like a pressure plate, portcullies, and also made some puzzles. Oh, and per location fog (fading from location to location). Different difficulty levels are also supported, one can specify "this prefab appears only on easy" etc. You can find more info and screenshots and demo here: http://bloodgate.com/swift/ There is also a developer diary where I will be posting interesting entries from time to time. Here is an DR shot of a sample level, consisting of small modular prefabs and one large (the large hall on the lower left): The next steps will be to add more randomness (either static at map generation, or at runtime, so the map is slightly different each time you replay it). Also, while it is already possible to "overlay" prefabs (e.g. "for this location, look first here before falling back to the default"), it is not yet possible to "reskin" prefabs. This would be something which is impossible in DR (you cannot really reskin worldspawn brushes, unless you live with the fact that it is all manual For now I'm quite excited!
  19. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  20. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  21. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  22. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
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