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  1. Congrats on the release. The names listed in the credits alone give away this will be a treat.
  2. Surrounded by greedy noblemen and treacherous siblings, Lady Kamila Leicester gets more than she bargains for after acquiring an ancient tome and performing the dark rituals within. Bikerdude, Wellingtoncrab, Dragofer, and I proudly present Grayman’s FM “Seeking Lady Leicester.” Notes - TDM 2.11 or later is REQUIRED to play this mission. You can get the latest TDM version via the installer or here. - Seeking Lady Leicester was originally a work-in-progress given to the Dark Mod community per Grayman’s wishes after his passing and was initially adopted by Bikerdude before Dragofer, Amadeus, and Wellingtoncrab joined to complete the FM. -This FM does NOT support any unofficial gameplay patch or mod. The use of such a patch and/or mod could break things in this FM. You've been warned. - "Story" subtitles are available for this FM. Simply go to Settings --> Audio and select "Story" or "On" for the subtitles setting. - This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines by disabling certain features. - This FM implements the func_peek mechanic, allowing players to peek through any door that has a keyhole on it by leaning forward. PLEASE NOTE: This function has been known to cause crashes for a small number of players in the past, likely due to using the 32-bit version of TDM. At no point in this mission is it required to use the func_peek mechanic; it is purely optional, so feel free not to use it. Download Version 1.1 This FM is available for download via the in-game mission downloader, or here via Google Drive. Promotional Screenshots ThiefGuild Thread Credits A big thanks goes out to Noelker and Goldchocobo for their wonderful voice work with the briefing and conversations, JackFarmer and itsPapiD for their fantastic briefing video, and nbohr1more for his story contributions and writing one particular gameplay feature that I won’t spoil here but you can read about in the readme.txt. An even bigger thank you goes out to our beta testers: nbhor1more, Daft Mugi, Silverwolf, Havoc, Datiswous, Cambridge Spy, Aluminumhaste, Thebigh, Ate0ate, Acolyte6, Kalavi, JoeBarnin. Thank you all very much for your fantastic feedback and tireless efforts as this FM evolved throughout the course of development! Asset Credits - Arx EOS’s Fish - Epifire’s models - Kingsal's Assets and Textures - WellingtonCrab’s assets and textures - Obsttorte's frob loot script - ZergRush's custom Grayman painting ===================Rest In Peace Grayman. You are missed=======================
  3. Thanks. The issue was my ambition to make everything typical scifi which would have taken far too much effort: I'm likely going to obtain an unique and interesting mixture by sticking to the vanilla assets with small modifications and my own additions. Instead I'm going to have story based reasons explaining the style... for example, bullet weapons being banned in an international treaty so the world is still using swords and bows by the time it has computers and 16-bit music, the special arrows classified as nano-technology serving as a replacement / workaround to guns being banned from the general public. Let me know if anyone has an answer to the item question too: Was tempted to make a vending machine next but don't feel like writing a scriptobject for that as well, thus I was wondering if there's a special coin item I can define and have it deduced per frob using conventional triggers to teleport the items out of the box.
  4. I figure this wasn't needed until now. The reason I ran into the requirement is my cyberpunk campaign uses custom music: I have a few chiptune tracks with different versions, like one for fighting and another calmer one. I set a song for the outside and the other for an underground area. Were this implemented you'd hear the transition smoothly when traveling between the two, as it stands the new song always restarts when walking between spaces which is a little uglier.
  5. I would recommend a game I just played, "The Bard's Tale". It's fantastic, not something I expected, sure it does have some "flaws" and perhaps a feeling of loneliness and nostalgia, but it's still great, worth playing it. I played it during Winter, but I bet during Summer it's also just as good. Great music, great voiceacting (Tony Jay is the narrator, may he rest with sexy mature women), nice environment, good graphics even for its time, not too bad of a simplistic Action RPG gameplay...Just go fucking play it already, you taffers!
  6. Above 3 items are released now, on the "Barks" thread: https://forums.thedarkmod.com/index.php?/topic/21740-english-subtitles-for-ai-barks/&do=findComment&comment=483331
  7. Instead of that, you could, in that time period, start learning your own missions and in doing so become more active on the forums, learning from others. It's also great to understand how things work in the engine, when you play. It might spoil some immersion though.. Or learn to build games with other engines, like Godot for example.
  8. - Sheath key should also draw the weapon you last sheathed. - Option to disable custom main menu backgrounds that come with missions. I'm sure the designers went to great trouble to tailor my experience, but I honestly just want my main menu to be black as it is with no missions installed. Current mission comes with background and is obscuring the main menu options. - Music should come under "music" slider in options, currently its under "ambient" which is both ambigious, and also disables environmental sfx for those who prefer to play without music.
  9. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
  10. There is no SS3, how can they do a remake? And thank god they got rid of unity, that engine is total trash garbage on anything over 60 fps. Just spend 5 minutes on steam forums for Unity project games, and there's just thousands of people complaining about poor performance, stuttering etc.
  11. Probably the .script file that's needed, but unfortunately can't be included with a prefab. Maybe there's a comment somewhere in the prefab (or in the wiki or forums) that says what script it needs and where to find it. (The similar combination setup I used earlier doesn't involve "slot", so clearly uses a different script that I what I have.)
  12. Thank you for a great puzzle fm! I'm having real trouble with the TDM v 2.10-64bit on Linux Mint 21.1 Link to the guide supplied by V-Man339 https://forums.thedarkmod.com/index.php?/topic/15844-fan-mission-the-gatehouse-by-bikerdude-goldchocobo-updated-02112014/page/7/#comment-429405
  13. I agree. I'm copying this idea over to the https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/ thread. Related: I'll probably do some more experiments with the current TDM font & size, to understand max char count versus field width.
  14. Some years ago i succesfully downloaded the wiki with wget, for TDM dvd. I dont know if this method wikl work now. https://forums.thedarkmod.com/index.php?/topic/19998-tdm-collection-dvd/#comment-437887
  15. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  16. I guess the best image-to-normal conversions I've seen here in the forums are via njob. I am curious about this AI thing though: https://github.com/HugoTini/DeepBump has to be installed into Blender as a plugin?
  17. It's also an easier route^. It's not that there are no good games, movies, and in particular, no good music these days. It's just that the goalposts have moved. Quality stuff that used to be on national radio, tv or in major magazines, have moved elsewhere, to their respective niches. But there is an enormous group of people who would rather complain that things went downhill, and still demand that good stuff is spoon fed to them via mainstream media, rather than do some digging.
  18. What I also always noticed is that, when an industry or a "thing" gets popular, commercial and professional, the creativity atrophies. Happens in music, happens in games, happens in movies, simply everywhere. Must be why I still play games from the 90's, same with music. The peak for games for me were the late 90's, early 2000's. Thief, System Shock 2, Deus Ex. I consider those the pinnacle of creativity in game design. It's unfortunate that everything go so dumbed down after that. But, It's understandable I guess, especially when you consider today's audience.
  19. TDM Modpack v2.6 released in the opening post What's new? ~ SKILL: COMBINATION v1.0 Credits: @OrbWeaver, @MirceaKitsune, @datiswous, @wesp5, snatcher. Description: When the "Alchemy" item is selected the player can alter the properties of broadhead arrows by applying different reagents. Press repeatedly the icon to cycle through the different arrow types. Topic: Alchemy to alter arrow properties? Arrow types: Darkdust: widely believed to be a myth, little to nothing is known about anti-light matter. Where did our protagonist get his formula from? When this substance is subject to strain the particles implode and the residual component absorbs light until it dissipates completely. Moonlight: a recipe based on luminescent mushrooms and other exotic herbs. The resulting powder produces, for limited time, a dim but steady blue-ish glow when mixed with the right reactive. ~ SHOULDERING BOOST MOD v1.0 Credits: @Daft Mugi, snatcher. Description: Mantling is allowed when carrying bodies. Jumping is restricted to counterbalance the new ability. Topic: Allow mantling while carrying a body Have fun!
  20. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  21. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
  22. No, not really, have only seen him on the forums many years ago. He deserves a lot of credit for providing the SVN infrastructure in the beginnings of the project, it's been only later when we transferred this to a hosted server. Memory is blurry, but I think my time working on TDM and his don't overlap that much - I had been getting more active, and he pulled back a bit. He bootstrapped quite a few important systems, IIRC he's been working on light gem and the first Stim/Response and Inventory implementations. From what I recall, he gave the project an organisational backbone in the technical department which is crucial to keep things together. Folks like Spring and NH who have joined long before me could give more insights, I guess. (Looking at my join date makes me feel old either way. From TDM's current view point, the year 2006 seems like right at the beginning, but actually the mod had already been existing for two years by that time I joined. With the first release in 2009, 2006 is rather in the middle. Heck, I haven't touched the mod code for at least 10 years - and I can still remember a few things, which is a testament of how much it occupied my thoughts back then).
  23. There are other complications though. How much fall damage should player take, if they decide to jump off a rope with the body? Should the player let go of the body or not? Also, right now it's much harder to jump off the rope with the body than without it. Why? And last but not least, how would you teach players these things, possibly without much hand-holding and text prompts explaining the rules? I guess I'm with @STiFUon this one, if you restrict dropping the body, you'll save yourself (and mappers) a lot of headaches. But even that doesn't solve all the problems, I know I'm in the minority in these forums, but as a player, I really appreciate the beauty and efficiency in simplicity of the design. Not overthinking everything and adding more and more rules for the sake of realism (or anything else).
  24. 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)
  25. Thank you for posting both missions into this Forum. This helps me alot in writing the Music!
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