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  1. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  2. Should first mention this isn't a request as the change is something I should be fully capable of doing on my own: The engine fully supports it and I already used this setup when I imported a bunch of custom models, it just needs to be done for the vanilla ones... something similar was recently implemented to allow torches to have colored flames, this is kinda the same thing but for characters instead. I wanted a discussion thread first so I know if other mappers and players want this and will use it, also if the devs would accept it if I was to do the work. TDM allows all model entities to contain a grayscale texture which can be set to any color via the "_color" spawnarg of the entity. The only requirement is having the appropriate textures then simply adding your paint image to the material with the "colored" keyword: // Shirt { blend diffusemap map models/md5/chars/guard/body_shirt colored } I'd like some of the AI characters to support this for setting custom colors on clothes. Imagine you make a city where you want the city watch to be red instead of the default blue as it would fit your theme better, you'd just set "_color 0.5 0 0" on your guard and you have them representing your faction of choice! It would be just as useful on civilians to easily obtain more unique characters without needing extra assets for each... what if you want the nobleman with the green tunic to have a purple tunic, or the noblewoman with the blue dress to have a red dress? Obviously this requires editing the character textures... I've done this sort of thing many times in Gimp fortunately, might even be able to generate them with a bash script using ImageMagick; The color just needs to be extracted from the base diffuse texture, desaturated, then put in a separate image as an intensity map. By saving it as grayscale with no alpha channel it should take up little extra space, granted the engine doesn't have issues with grayscale tga / dds compressed images (all specular maps should also be using that). Obviously each affected character would have a default "_color" spawnarg matching the default color so existing FM's won't see any changes. There's only one issue here: Due to the colorization technique being different, there's likely no way it can be made to look the exact same way... the clothes may appear just a little more or less bright or saturated, not by a lot just that it likely won't be perfectly the same. Is that considered too breaking to be accepted, or are there other reasons why anyone believes I shouldn't spend time on this?
  3. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  4. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  5. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  6. Quite the challenge in the title, right ? Well, as long as it is not difficult to implement into the base game, I think we should finally resolve this particular collection of missing assets. In recent years, I've come across several FM makers clamouring for being able to make an FM with a female thief protagonist for a change. If we find someone willing to do the female player vocal set, I think it should be someone who can affect a voice that sounds neither too youthful or too old. That's, IMHO, key. The player character's male vocal set already sounds like it could belong to any deeper-voiced guy between 20 and 50. I have started this new thread in order to finally organise an effort to create a female vocal set. That's one of the few stumbling blocks left for more original protag creation, IMHO. Some three, maybe even four years ago, Lavender took a brave stab at this - if memory serves me right, she actually finished her recordings for the entire PC vocal set, they just weren't processed and suitable yet for publication. However, as Lavender has left the forums, we're basically back to square one. I think we should look into contacting the female voice actors we already have here on the forums and doing an assessment of their voice acting samples. There's got to be at least two ladies with an appropriate voice range for the female vocal set. I think women voice actors in their 30s, with a wide enough voice range, would definitely suffice for what is needed in that vocal set. Bear in mind that the entire vocal set is actually non-verbal, so there is no need to articulate anything. The whole set consists of a voice doing sighs, or noises during physical exertion (e.g. climbing, lifting), and so on and so forth. Though there are dozens of these purely vocal "lines", it's not that long a list, so the vocal set can be completed in a fairly short amount of time. The selected voice actor could do the whole thing in a day or two (or several days), we could then filter through the various takes, select the best ones, have our sound guys help with cleaning up any audio issues, and we could then work on implementing the whole thing as an alternate vocal set. It would be a really nice (if relatively minor) addition for 2.08. Particularly for mission builders. I'd like to hear everyone else's thoughts on how we should proceed, who can provide oversight for the effort, and so on. Wikilink to our voice actor article: http://wiki.thedarkmod.com/index.php?title=Voice_actors Wikilink to our article on the script for the player vocal set: http://wiki.thedarkmod.com/index.php?title=Vocal_script:_Player
  7. I still need a second NPC voice actor for my upcoming mission. It's about a person who is stuck in the level and will have all sorts of things to report over a loudspeaker system and who is between scared, desperate and hysterical but all with a funny undertone. So things like: "How could that have happened to me? Now, of all times, when I only have to fulfill another 35 months of my three-year contract! Any new or old volunteers here? Andros (Jonus Thorunsson, an Inventor) and Malasdair (The Thief) are already on board.
  8. Several days ago I was thrilled to hear that TDM 2.08 contains several new characters along with other fantastic improvements. Seeing how much work had been done on this release gave me a motivational boost to try contributing something myself, especially having worked on porting human(oid) characters to TDM in the past... this time I wanted to submit something that can hopefully be included in vanilla TDM perhaps with 2.09. As I was testing the new release I remembered an old submission on Blendswap called BGE Dragon, featuring a polished quality dragon for the now defunct Blender Game Engine, notable for the fact that it comes with animations for walking / running which makes working with it easier as you don't have to make those yourself. I always felt dragons would fit the theme of TDM wonderfully and allow for some amazing missions, to be fair suggesting them had long been on my mind... remembering how easy it was to work with this one, I figured I'd do the groundwork and instead submit a blend that contains everything needed to port it to The Dark Mod. I'm happy to announce I now have such a blend available! The first thing was the polygon count; The original mesh is pretty high poly, clocking at about 30,000 polys which may be too much for TDM on most people's devices. I played with mesh decimation then did some manual corrections, managing to retain acceptable quality while generating models with okay polygon counts: lod0 = 9.306, lod1 = 6.009, lod2 = 3.218, shadow = 2.265. The original quality mesh is still included in the blend file, so if we need to re-generate any LOD version this can be easily done at any time. Next I worked on separating the armature into two objects, based on the example for the human model I built my previous characters upon: The real armature that deforms the model and is used to export animations, with a control armature driving its bones that's only used to design said animations inside Blender. As the control armature uses a complex IK setup for bones this took some toying with, but in the end I could generate a simple armature which will hopefully work in exporting the md5anim set. Speaking of animations I made sure those are also covered. For the endlessly looping walk and run animations I added markers that identify the frames between which they must be exported to get a seamless loop. I next turned the idle animation into a randomly occurring gesture, then proceeded to animate everything else from scratch to obtain: Walk Run Idle (with two random gestures, stretching / pacing and looking around) Sit (with "lay down", "stand up", "idle" animations) (seamlessly connects to "idle") Sleep (with "lay down", "stand up", "idle" animations) (seamlessly connects to "idle") Attack (two types, bite and slash) (seamlessly connects to "idle") Die (brief animation at the end of which the ragdoll system is supposed to take over) An example gif of the idle gesture from the Blendswap submission, converted to and intended as a random occurrence in-game: From here on I need your help and am calling on the artists who helped create the new monsters (eg: Manbeast) to aid in making this come true as well! I've done most of the work as far as the model goes, putting aside any tweaks that might be needed (eg: model scale and animation length). I'm also going to work on the texture next to produce the proper maps... my target is to have 4 different skins / colors in total. I also believe I can produce the sounds having already found promising submissions to start from on OpenGameArt. But before putting more work into this, I wish to be sure someone can help with the remaining steps so we can get the model in the game. What I need from fellow developers should be: A new AI type for the dragon. Note that it's not intended to fly, especially not in its initial implementation; Later on we may add a fly animation and data to the AI for knowing how to use it... for now I only care to have it work like the spider, wandering around and attacking if it sees a hostile entity. This should thus be easy if we can copy another monster's code. Exporting the assets from Blender to TDM, particularly the model and animations. As I don't have an AI nor a test case handy nor ever worked with exporting TDM animations or models for non-human characters, I need someone else to generate and test the mesh files. First the md5 mesh for each LOD, everything is included in the blend even the low-poly shadow mesh... afterward the armature actions for it need to be exported to md5anim files. Lastly the defs need to be written, along with any other step I may have missed to make the character actually work. I should be able to do the material based on my previous examples once I finish the textures, so don't worry about that part... please just make sure the materials in the exported md5mesh have the same name as the material names in Blender. Download blend version 0.5 I look forward to hearing your thoughts! If any developers or experienced contributors confirm they can take care of the integration, I can get started on the remaining assets soon
  9. A long, long time ago, I started working on the script for a "Schemer" character; someone who could work as a sophisticated crime boss, corrupt merchant or sinister nobleman. Someone who is a bit like Ramirez from Thief, Edmund Blackadder (although only as comic as TDM in general), or a Shakeaspeare villain - erudite, a bit pretentious, and rotten to his core. We have a few noble sets, but this is a niche that I believe still deserves filling. It is quite hard to write a full vocal set, so it took years to complete, but it is here now, and I submit it for your consideration and feedback.
  10. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  11. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  12. 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. :-)

  13. 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?
  14. 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.
  15. 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!
  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. 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.

       

  19. 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!

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