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  1. The Siege Shop by PranQster & lowenz Version: 4.4-2 Build: Apr 26 2020 TDM 2.08 Required TDM version: 2.06 Link to version 4.4: Siege Shop Occasionally, it is possible for AI to murder each other, putting them on alert. They've all been drinking (not 'drunk' acuity AI, just bottles in hand) and sometimes they get into a scuffle at the archery range. It is very somewhat rare, but some players will undoubtedly see this. Since it is random, some may see it happen more than others. Info: This mission is my first mission, fourth release, first revision, beta. Unique credits: Arcturus' animated fish. Special thanks to: Bikerdude, Fidcal, Springheel, & Grayman for awesome technical support and advice. Extra thanks to Springheel, BikerDude, and Nosslak for additional models used (some past and some present). Thanks also to Shadowhide for the help with getting my script file working (v.1). Major Thanks to the original beta testers: Chiron, Xarg, Aprilsister, AluminumHaste (also v3), SiyahParsomen, and Midnight. Thanks, thanks, thanks, eggs, bacon and thanks to lowenz for his uber-help on v.3+. His advice really helped to make a better mission. * Previous-previous Release February 11 2020. This is not final and is still WIP, but I had to get the OpenAL EFX working. Added OpenAL EFX to all locations. Tested fine for me and 'efxs/siegeshop.efx' was added to the .pk4 file. Fixed fog at waterfall inside the cave. Moved a guard's starting position and another guard's rit corner. Increased density of plants and added one grass variety (more & moving grass to come). Added a torch near the balloon and moved the existing one. Changed & moved torch above cave waterfall to make it easier to aim a rope arrow. Changed the weird little support for the end of the drawbridge. Added a plant (yes, just one) to the moat bottom. More to come. Tried to make the web of the (harmless) cave spider more visible. * Previous Release March 16 2020. This is likely the final version. Hah! Who am I kidding, I'll never be done with this mission. Current changes: Minor tweaks to the start area in the cave. New trees and plants in the outdoor area. Added bushes along the moat. Added some (broken) bars to the open end of the moat. Modified the design of the basket for the hot air balloon. Changed the outdoor lights a bit. Fixed some leaky brushwork and leaking light near the key room. Made sure the cook spends more time cooking than he has been doing. Gave the cook a bit more to work with in the kitchen. Added more rain splash to the top floor area. Made the guards to do more than sit down when visiting the loo. Stunk the place up a bit. Gave a snail some purpose in life. Decorated several rooms and under the stairs. Moved a little loot and added some too. Shed some light on the rec. room, so it's a bit harder to venture there now. Modified a few RIT paths. There is a generator room now where there were two dungeon cells before. Freshened up some blood. The flies have multiplied. A couple sounds were changed. A few empty mugs were filled, Reverted the workshop to a lighter rock texture. The drawbridge now moves one time only, since multiple uses can f**k it all up. The drawbridge can now be crossed again by AI once it has been opened. Whatever else I forgot... * Current Release April 26 2020. Fixed a water splash particle which does not render in TDM 2.08 Removed some non-functioning portals Current Issues: With TDM 2.08, sometimes AI come to a standoff when entering or exiting an elevator. If you should witness this, please be a kind citizen and send them to another floor. They'll figure it out after that.In the meantime, I will experiment with adjusting their path networks so they have less tendency of being stubborn in the elevator. I'll try some modern social distancing in the elevator if it is possible. Still a mystery. I only have seen this with TDM 2.08 The ragdoll in the dungeon has decided to mis-behave. I suppose it's time to replace it with one of the bagged corpse models and be done with it. Fixed in upcoming v. 5.0 "WARNING:Detected 114 func_static-s with bad rotation:" Need to re-scale each these with the proper technique, or replace them with new models or patches. Fixed in upcoming v. 5.0
  2. 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.
  3. 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.
  4. 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
  5. How you can help depends a lot on what skills you have. I can Record Video Recording "Let's Play" videos or simple walkthroughs of existing missions and posting them to Youtube is great exposure for the mod (see example .) Be sure to let us know so we can link to them. If you have some editing ability, Video tutorials, where you explain how the mod works, or how to use specific tools, would also be great. Video trailers, showcasing interesting places and features, are also great for publicity. An example is . I can Write Writing reviews for missions are always nice, especially if they include good screenshots. Not only does it give us something to post on other forums, but it makes mappers feel good when their mission gets attention (especially if it's positive). We have a collective thread to post reviews in: http://forums.thedar...s-walkthroughs/ Writing reviews of the mod as a whole, targetted an an audience that doesn't know much about TDM, is also very useful. You could also try offering your services to mappers to create interesting readables, or to proofread for their mission. I can Act and Record Audio We are always on the lookout for good quality audio recordings for vocal sets. If interested, you can pick a few different lines from this script: http://wiki.thedarkm...t:_Average_Jack and send the recordings to Springheel, who then writes a script based on the type of voice you have. I can Translate We could always use translations of our menu/hud into more languages. Also, only a few FMs are aavailable in more than one language, so there is a lot of work there, see the I18N Translator's Guide in the Wiki. I can Model Great! Take a look at the model request thread:http://forums.thedar...-requests-here/ and pick something that interests you. Or just post a, "Hey, anybody want a model?" thread in this forum and I'm sure mappers will get back to you. I can Animate Fantastic. We can always use more good animations. Our current character rigs use a Maya skeleton. PM Springheel for more info. I know C++ Have a look at our coding section in the wiki, pick an issue or feature from the bugtracker of the mod or the leveleditor, download the recent sourcecode release (or better ask for an SVN checkout) and get cracking. Make sure nobody is already working on that specific issue and feel free to ask questions. I can Edit Images We can always use completely new textures and/or improved versions of older textures. How to get started and how to import them into the mod. I can Take Photos Good quality photos of useful textures (medieval-ish building facades, dirt, rocks, wood, etc) are always welcome. The fewer directional shadows and higher resolution, the better. I don't have any skills Even if you can't do any of the above, you can still help out. Talk about TDM in other forums; share your (preferably positive) experiences with other gamers you know. Last, but not least, compliment people when you like their work. Saying "thanks", to a developer or, "I really enjoyed your mission" to a mapper will make their day. -------------------- I'll update this further as more things occur to me.
  6. Music is usually too distracting for me while coding. That being said, before Corona, when I still worked at the office instead of at home, I still listened to music occasionally when my colleagues were too loud. The type of music depends on my current mood, but I generally lean more towards rather unconventional music or music with incredible audio engineering. When working on creative stuff, I like to listen to music that fits the setting I am trying to achieve.
  7. I tried ai-upscaling the end of mission credits video (just a test). Not sure what to think of it.. Maybe I used too much de-noising. https://drive.google.com/file/d/1Vsk7ac1BpR-mn5_CqbkYdaXABRaC2n-M/view?usp=share_link (download for best quality view)
  8. I can guarantee you that some actual artists are using AI as a tool that complements the human mind. You can feed your sketches or finished work into it (image-to-image) to generate more details, and the best AI art seen today often involves an digital artist cleaning up the AI mistakes by hand (Photoshop). But in general, the artistically unskilled/uninclined are having their human creativity amplified by AI. People have ideas, and now they can make them a reality without hiring anyone or spending 10,000 hours learning how to draw. Exercising their creativity might inspire them to learn the basics of art, to become better at using the AI. I think you will see a drop-off in low effort content that is spat out instantly by AI, whether that's images, videos, or symphonies. In a sea of AI-generated content, the best or most interesting (viral) will rise to the top, and that will tend to favor the things that had some effort put into them. You might not even realize that AI was part of the process. If you listen to a symphony or other music created partially/fully by AI and you enjoy it, what then? Is it "bad" once you know AI was involved?
  9. 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!
  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. Royalty free music for any use (CC license 4.0, put autor in the credits) https://www.serpentsoundstudios.com/royalty-free-music/celtic-fantasy Free soundeffects and background music https://instrumentalfx.co/topics/royalty-free-music/
  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. Awesome! Post is up! https://forums.thedarkmod.com/index.php?/topic/22200-beta-testing-the-house-of-delisle/#comment-487365 Thanks!
  14. The menu music can be disabled, but a bigger problem is the music in the mission, whose volume cannot be adjusted independently and is sometimes so loud that it is difficult to hear other important sounds, for example in lockpicking or the approach of a guard. Maybe the menu music can be change with one of this page (royalty free, CC) https://www.serpentsoundstudios.com/royalty-free-music/celtic-fantasy
  15. First of all, ChatGPT , independent of the version, is a language model to be able to interact with the user, imitating being intelligent. It has a knowledge base that dates back to 2021 and adds what users contribute in their chats. This means, first of all, that it is not valid if you are looking for correct answers, since if it does not find the answer in its base, it has a tendency to invent it with approximations or directly with false or obsolete answers. With this, the future will not change, it will occur with AI of a different nature, on the one hand with search engines with AI, since they have access to information in real time, without needing such complex language models and for this reason, they will gradually search engines are going to add AI, not only Bing or Google, but before these there was Andisearch, like the first of all, Perplexity.ai, Phind.com and You.com. Soon there will also be DuckDuckGoAI. On the other hand, generative AI to create images videos and even aplications, music and other, like game assets or 3D models., The risk with AI came up with Auto GPT, initially a tool that seemed useful, but it can be highly dangerous, since on the one hand it has full access to the network and on the other hand it is capable of learning on its own initiative to carry out tasks that are introduced as if it were a Text2Image app out there, what was demonstrated with ChaosGPT, the result of an order introduced in Auto GPT to destroy humanity, which it immediately began to develop with extraordinary efficiency, first trying to access the missile silos nuclear weapons and to fail, luckily, trying to get followers on Twitter with a fake account that he created and where he got more than 6000 followers, hiding later, realizing the danger that can be blocked or deactivated on the network. Currently nothing is known about it, but it is still a danger not exactly to be ruled out, it can really become Skynet. AI is going to change the future, but not ChatGPT which isnt more than a nice toy.
  16. Something I've been wondering for a while, and the wiki couldn't quite answer my question to a satisfying degree; does ambient noise affect sound propagation in anyway? In other words, is there any system in place that simulates background noise masking player generated racket? I'm mainly thinking of things like roaring machinery, a common set piece in induralist settings. Or heavy rain, loud music, waterfalls, any kind of noise generating entity that physically exist in the mission's world, thus audible for AI entities, and could reasonably overshadow/drown out footsteps. Based on personal experience I'm fairly certain background noise is not taken into account, but it doesn't hurt asking. An old, personal pet peeve of mine is when enemies, that the player can't hear moving around due to blaringly loud ambient noises, somehow isn't affected by the same auditory disturbance and immediately goes searching mode over a single, casual footstep. Or when enemies somehow can distinguish between two sets of identical sounding footsteps, although I can accept that a bit more than the first one. The superhuman hearing can be quite ridiculous. Follow-up question; assuming it doesn't already exist, would such a system be a worthwhile addition? Could be a powerful tool for map makers and players, setting up areas where the player perform rushed actions by utilizing the environment. Like turning on a gramophone to be able to run through a fully illuminated wooden corridor, and stuff. One possible argument I can think of is that such an addition could mess with old missions, however I'd contend that any mission, that would get ruined by an extra tool/route, wasn't a particularly well designed mission in the first place. Another issue is that it might be pretty expensive to calculate or properly define the propagation.
  17. I think that the existence of a dedicated bug tracker for this engine proves that I should somehow make it known when it crashes. I just figured that the tracker was an internal thing between developers, and that it was okay to instead report the bugs here, especially since I desperately needed help with it, and since you have two sub-forums mentioning that they're intended for reporting bugs. ...so why, when I report a bug, am I getting shamed for it? Why was the guy in the thread you linked getting shamed for not backing up his project, instead of the main dev acknowledging that there is a very deceptive button in the engine, that can remove fan mission folders when you press it? Blaming the reporter for not backing up his work, is certainly not how I would personally handle reports of entire projects disappearing, but I guess now I'm warned about how he sees these things, to the point where I'm wondering if it's a good idea to report any bugs I find in the future, at all, if I'm just going to be considered a bad person for it. "Hm, to my experience, crashes in free software is a regular thing. Try "Natron" and you will understand what I mean." I don't understand your point. If crashes happen frequently enough, should we treat them like Covid and just "try to live with it"? I'm pretty sure that the bind bug is easy to fix, but it's like you're saying that bugs have a right to exist too. "Lots of longtime DR mappers ask questions in the Newbie thread (myself included). Nothing to be ashamed of and by DR/DM standards you are a newbie (and you have not to be ashamed of that as well! )" So if I've programmed for 30 years, mapped for Dromed for countless years (since roughly the turn of the millenia), mapped for the Dark Mod for 1 year, but joined these forums just a few weeks ago, I'm a newbie. I think that by that definition, the word "newbie" has lost all meaning. Besides, reporting crashes are not the same as just asking questions. Anyone can reply to a question. It takes a developer to fix a crash issue. ...and it's like you don't expect the developers to even fix crashes, and I really hope that you're wrong about that. For example, since I updated to this year's version, Dark Radiant itself, hasn't even crashed once, and it used to crash all the time, and so I take that as evidence that development involves fixing crashes. "If you want to report a bug, then please use the Bug Tracker." Will do. I was just fooled by the subforum descriptions actually telling me to report bugs in them. "You wouldn't believe how many mappers lost WIPs because of defective hardware" Again: I don't see your point here, where you argue for not fixing defective hardware. When I'm told about a bug in my program, I just go "Thank you. I'll fix that.". I don't go "Well, weren't you a sucker for using my program.". That's not how I was brought up at all. "for somebody who expects Armageddon in the near future (and there are really good reasons for that), you have a pronounced need for communication. I think that does not fit, because: Why go on with communication when all hell will break lose the day after tomorrow?" Well, why not? Yes, I am so interested in mapping, that it's actually cutting into my apocalypse survival routines a bit, but that's just human nature, and a month's vacation from prepping, won't make that much of a difference. "I hope that you - despite of your own assessment - will finish your WIP and we all can enjoy a cool new mission in the future with your name in the credits." Well, for me, mapping is about pleasing myself - not others. Play The Beginner's Guide, and you'll see what I mean.
    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.

  18. 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?
  19. Added a fifa 98 music mix on mixcloud: https://www.mixcloud.com/Freyk/ (im just a beginner)

    1. chakkman

      chakkman

      Hey, i played FIFA 98! ;)

  20. Good logical layout of the map for the sequence of objectives. Nice atmosphere, that includes the design of the map and the background music for me. Difficulty, meaning it should be fun to play, and don't overwhelm you with loads of elite guards. Variety. There should be different tasks which make sense in the context. Regarding the last point, I like city hubs in missions, like in Goldwell's Shadows of Northdale part 1, which also add optional side quests. Speaking of Goldwell's missions, I think they're perfect in terms of difficulty as well.
  21. vomoc

    No visual

    Here is my darkmod.cfg file. pressing CTRL+ALT+~ does not bring any console command.I only get a dark screen. But i can hear music. BTW:can i get this music in mp3 format?Its good. Darkmod.cfg
  22. 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.

       

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