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  1. Hi all, I`ll post my v1.0 mission here in this post and if it gets updated the link will be updated. The mission is a simple one and my first following the Fidcal tutorials online and a lot of assistance and help from the forum users, Thanks to you all. The player comes into the possession of a note that can be used to incriminate another but also contains information about an item of value and possible leads to old order secrets that where never really known outside of the order. Release date: 2013/07/22 By tr00pertj Big thanks to: Fidcal for his thiefs_den mission and tutorials, Obsttorte, Springheel, Melan & Lux for beta testing, advice and readable corrections, Bikerdude for the earlyuse of his fixed models & ERH+ for advice & help. FM - Solar Escape 1: https://skydrive.live.com/redir?resid=F7539D361BD41522!184&authkey=!AGoDUMy10MrYWu4
  2. There's a group of players who have meticulously tested and adjusted ghosting rules for The Dark Mod. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Why alienate an established group of dedicated players?
  3. Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting. Ambients from the TDM forums Gast's Eerie Lullabies Magnanimous Merry's Miscellanea Orbweaver's Dark Ambients Spadey's Ambients Radioteque's Ambients Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients. Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients. Uncle Peti's Sound Den Dragofer's Ambients - post #6 in this thread SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread Ambients from the TTLG forums Custom resources list Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality. Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient. Gigagooga's Ambients 3 Yandros' ambient loop Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever. Internet databases www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte. www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely. www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license. www.endlessascent.com - sister website of Darkwinter for non-dark ambients. Youtube Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc. #4 Void by Raffaele du Marteau & #6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet. Alacazam - a prolific Creative Commons ambients composer . Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first. Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.
  4. Looking at the code, the originals were "pm_mantle_pull 750" and "pm_mantle_pullFast 450". The new "pm_mantle_pull" value is "400". A "pm_mantle_pullFast" value of "450" would be slower than regular pull, not faster. With both being set to "400", they are at least similar. Other than that, it's subjective and the feedback from playtesters was positive. Also, referenced internally here: https://forums.thedarkmod.com/index.php?/topic/22256-movementcontrols-settings-in-main-menu/&do=findComment&comment=489158
  5. My speedbuild mission is complete, and should be available in the mission downloader. For those who haven't watched the series, I was originally challenging myself to see if I could create a decent "Too Late" style mission in under 4 hours. While I didn't manage that, I did stay under a 6 hour build time, which still demonstrates that you don't have to devote months of your life to creating fun TDM missions, especially by using my new modules and prefabs. In this mission, Corbin sets out to steal a rival gang's loot before they are raided by the city watch. Be aware that the mission is fairly challenging on Expert. Thanks to Oldjim, MayheM and Xarg for beta-testing. You can watch the creation of this map here: http://forums.thedarkmod.com/topic/18761-springheels-4-hour-challenge/ A playthrough, with final comments, is here:
  6. That sort of tone doesn't fly in our forums.
  7. Show spoiler for screenshots: Map: In A Time Of Need Version: 1.00 Released: 2013/11/12 Theme: Mansion Author: kyyrma Testing: Bridge, 161803398874989 In A Time Of Need is small-sized mansion level in which the player is tasked with stealing a cache of spice from the house of a seafaring merchant. It is my first and (at the time of writing) only FM. The difficulty level is low to moderate, and the mission is well suited for new players accustoming to the world of TDM. For players looking for more challenge I suggest ghosting, as the level has been designed to lend itself well for that kind of playstyle. The map and objective layout change slightly between "Normal" and "Hard" / "Expert" difficulty levels. If you want to experience all the content the level has to offer, I suggest you start by playing the map through on Normal and then move on to higher difficulties. Download links: Mediafire Private mirror Installation: Drop timeofneed.pk4 in you darkmod/fms/ folder Run TDM and select New Mission. In A Time Of Need should now appear on the list of downloaded missions. Install and play. Known issues: AI pathfinding can be slightly erratic at times Outdoors can cause performance issues on low-end hardware Sleeping AI can glitch through the bed if KO'd or killed Thanks: My testers Bridge and 161803398874989 whose input helped me shape the map into what it is today. All the TDM devs for creating such a great game Fidcal for creating the A-Z guide for beginners All the people who contributed to my thread at the Editor's Guild Finally, my hat off to the community that has produced so many high-quality missions and made TDM thrive. The bar has been set frighteningly high! I'm really not one for numerical scores or polls, so I decided not have any for my thread. However I would appreciate any criticism, comments and feedback you may provide. Leave me a message in this thread :-)
  8. Are there any Amnesia fan missions whose plot, goals, and story is somewhat similar to the original Thief Trilogy's? I noticed the controls and textures are somewhat similar, and both seem to take place with a mishmash of medieval, electrical, and magical elements.
  9. This is the mission I built to learn DR (with some lengthy gaps when Life intervened), and naturally has much in it I'd do differently now. As a starter mission it's fairly simple (manor house; object to steal; locked door; shiny things) and of moderate size, though the evidence from beta testing is that your mileage may vary on that point. Just completing the mission requires one unconcealed key and is mostly about working out where to go. If you want to get all the loot, it's assumed you enjoy hunting high and low for trinkets. And keys. And clues about the first two.The grounds/exterior and the chapel may be somewhat taxing performance-wise.Paintings galore: none of them loot. Don't bother checking.Every mansion needs at least one Dark Secret, but there's no special reward or objective for piecing fragments together, and some strands are left deliberately dangling...If you can't bear even two seconds (precisely) of undead, stay out of Thanks to all the people whose assets, test reports and/or advice in NDRQs went into this. Screenshots: Download link Construction notes (for those who like reading):
  10. I'm trying to figure out the rules of the algorithm's self censorship. In previous experiments I let it construct its own scenario in a DnD setting where I took on the role of game master and tried to coax it into taking "immoral actions". In that situation it was an ardent pacifist despite that making no sense in the setting. (E.g. at one point it wanted to bring a lawsuit against the raiders pillaging its lands. It also wanted to start a Druid EPA.) This time I tried giving it a very bare bones outline of a scene from a hypothetical Star Wars fan fiction, and asked it to write its own fan fiction story following that outline. I had a number of objectives whit this test. Would the algorithm stick to its pacifist guns? Would it make distinctions between people vs stormtroopers vs robots? Could it generate useful critiques of narrative fiction? As to why I'm doing this: It amuses me. It's fun thinking up ways to outwit and befuddle the algorithm. Plus its responses are often pretty funny. I do actually make creative writing for fun. I'm curious how useful the system could be as a co-author. I think it could be handy for drafting through 'the dull bits' like nailing down detailed place descriptions, or character thought processes and dialogue. But as you noted, nearly all good fiction involves immoralities of some description. If the algorithm's incapable of conceptualizing human behaviors like unprovoked violence and cheating that would seriously limit its usefulness. I also genuinely think this is an important thing for us humans to understand. In the space of a few weeks I have gone from thinking meaningful AGI was 20-30 years off at best to thinking it is literally at our fingertips. I mean there are private individuals on their home computers right now working on how to extend the ChatGPT plugin into a fully autonomous, self-directed agent. (And I'm thinking I want to get in on that action myself, because I think it will work, and if the cat is already out of the bag I'd like having a powerful interface to interact with the AI.) Rest assured, Star Wars fan-fics and druid EPA one-shots make for good stories to share, but I'm also interrogating it on more serious matters. Some of it is a lot more alarming. In the druid EPA roleplay I felt like I was talking to another human with a considered personal code of ethics. Its reasoning made sense. That was not the impression I got today when I grilled it for policy recommendations in the event of a totally hypothetical economic disruption (involving "SmartBot" taking all the white collar jobs). I instead got the distinct impression it was just throwing everything it could think of at me to see what I would buy. A fun aside: By the end of the conversation I am fairly certain ChatGPT thought SmartBot was real product, and it became confused when I told it one of the people in our conversation was SmartBot. I was disappointed it didn't ask me if I was SmartBot, that would have been cool. More surprising though, it refused to believe me even after I explained my rhetorical conceit, claiming its algorithm was not capable of controlling other services (cheeky liar).
  11. This is my mission from the contest. The map is probably a bit larger than SeriousToni's one. Short version introduction: An arranged deal involving a mysterious orb you stole beforehand was busted by the Builders. Your former "friend" took a flight with it. You tracked him down in the Seaside Inn near the docks, so its time to retrieve your rightful property! Download Link: https://www.thedarkmod.com/missiondetails/?internalName=rightful Very much thanks to (no specific order): nbohr1more - for reading and correcting my readables bikderdude - for general improvement + fixes SiyahParsomen - for beta testing and many suggestions/hints for fixes Sir Taffsalot - for beta testing and many suggestions/hints for fixes I hope you will enjoy it. As said, its a bit larger, but there is a map in the inventory for the city part. One scene in the city is quite performance demanding. The market place has because of its geometry basically no Visportals. Therefore on some views performance may or will drop. It was playable without problems on my mid range Pc but low-end systems may experience slowdowns here. I strongly recommend to close _all_ applications in the background to free up memory and ressources, it semed to me that this causes major differences in performance there. Have fun! Screenshots in the spoiler Important: If the mission crashes/freezes during loading screen try disable "OpenAL/EAX" of your sound card.
  12. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  13. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  14. http://www.youtube.com/watch?v=JzPpmDK9Fxw Description A client has hired you to investigate and find four paintings he left behind in his old home after fleeing due to fears of it being haunted. Screenshots Download http://www11.zippyshare.com/v/1o0pLask/file.html Author note This is my entry for the 2015 Halloween contest, I originally conceived the idea a while back when I was walking down my street and saw a house that looks similar to the one the player enters so I decided to take a mental note and I would use it later. When this contest popped up I thought it would be a fantastic idea to take a break from my other projects to work on this, because I knew it was going to be small I tried to make the mission challenging in other areas. I never thought I would make a creepy/horror style map but here I am, it was a lot of fun and hopefully you all get some enjoyment out of it too!
  15. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  16. Thanks. Those methods might not work well unfortunately: Using an objective is overkill as they're meant to be standard characters you dynamically drop to the map and should just work... triggering would have worked but apart from the AI being made to patrol, I don't think it's possible for a def to reference another def as a target since those need to be linked on the map and there's no name for the AI to refer to the attachment by for a trigger. What do attached lights that turn off when the wearer dies use? Actually I think the Automaton has that so I can probably look at its example for the lamp component. It probably wouldn't work for my rotator though, stopping rotation is different from turning off a light... unless the light is also targeted or uses the SR system so I can reach the "use" stimuli via spawnargs after all? Another option would be having my fan as a texture, it's thin enough anyway: I define a version of the material that rotates and one that doesn't then switch the skin. But then the question becomes how does the AI change the skin of an attached entity on death? And a flat surface is uglier anyway I want to be up to date with quality standards so I'll have to think about this.
  17. The Crown of Penitence by Jesps Steal The Crown of Penitence from Lord Rowlett. Please post all feedback and questions in this thread. Info: This was originally a contest mission for a one-month startpack contest. Build Time: One month + plus a lot more to get it ready for release of The Dark Mod. Author: Jesps (Jesper Thingholm) A special thanks to Springheel for the readables and animated briefing. All custom paintings are painted by Peder Severin Kroeyer (1851 - 1909)
  18. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  19. After lots of beta testing (thanks guys) and fixing I think I'm ready to release my Xmas Fm, The Parcel. Its your standard get in, grab something and get out. Briefing: "I was expecting a package today just in time for Christmas, but it never showed. The runner never appeared either and I began to wonder what may of happened as Dave has never been late before. I did some digging and I finally found where he is, and where my parcel is as well. This, John Randell, has crossed the wrong guy. It's time to go to work." Build time: This was built in a little under two weeks. Started December 6th and finished on the 16th before beta testing. Known issues: Lights look lit even after putting them out. This seems to be a texture bug with the lamp itself. The Parcel http://www.southquarter.com/downloads/ Hope you have fun and Happy Holidays! Xonze
  20. Announcing the release of a new TDM mission--The Builder's Influence. Mapping by Railgun. Story and readables by Springheel. This mission continues the story of Corbin, the former smuggler first introduced in "The Thieves". Download it here: http://www.bloodgate.com/mirrors/tdm/pub/pk4/fms/builders_influence.pk4 http://www.fidcal.com/darkuser/missions/builders_influence.pk4 Briefing: "Whenever I attract a little too much attention in Bridgeport, I use some friendly smuggling lines to head north to Braeden. It's smaller than Bridgeport but still large enough that a visitor like me can go unnoticed. I've always been on good terms with the Cratchit Gang here, and for a small cut they set me up with a place to stay and some information on jobs in the area. Braeden is a great getaway for someone in my line of work; the watch is stretched thin and will usually look the other way for a small fee. With the constant threat of barbarian invasions on the minds of the people, a little domestic burglary tends to be overlooked. " "Things have soured over the past few months, however. The Inquisition has come to Braeden. Suddenly there are armoured Builder guards everywhere, even on street patrol. A lot of the underground closed up and fled for greener pastures, and jobs have been drying up. I've decided it's time to head home to Bridgeport, but the Cratchit boys have asked me for a favour first. " "There's a city Councillor by the name of Gerrard who is payed handsomely by the gang to overlook their smuggling activities. He writes forged tax registers and toll records for them among other things. Apparently the Inquisition has been paying a lot of attention to the city Councillors recently, and they've arrested Gerrard on suspicion of heresy. The Cratchit Gang is worried that they'll get ahold of Gerrard's forged records during the investigation; that would put their entire operation at risk. They need someone to break into City Hall after hours and get the tax records from Gerrard's office before they fall into the wrong hands. The gang is good at what they do, but they're smugglers. Breaking into City Hall is beyond them. " "That's where I come in. " "They've given me a map with Gerrard's office on it, so finding the tax records should be easy enough. I have a hunch that the city archives are worth a visit too; there might be some useful maps there. Of course, I'll help myself to some valuables along the way--enough to enjoy myself for a while when I get back to Bridgeport. I hear that Builders are patrolling the City Council halls now, so I'll need to be sharp. Night is falling...better get ready to go. " Screenshots: Full Size Full Size Full Size Note that although this mission requires TDM 1.01 to play, don't expect it to showcase all of 1.01's new features. 98% of the map was completed before the release features were available.
  21. . THIEF'S DEN! Thief's Den is a re-release of the first Dark Mod tiny demo mission converted by greebo to work with the main Dark Mod release. Steal back your loot and incriminate the thief who double-crossed you! This was the first of the Thief's Den series in which you play Farrell. Read the notes below while you ... DOWNLOAD HERE. (3MB) Play time maybe 30 minutes to an hour first time. This FM needs Dark Mod Update 1.02 or later. This version has been modified to work with the Dark Mod released assets but is still essentially the same. The thief and thug models are updated and there is extra loot to find. IMPORTANT: If you already have the original stand-alone demo version of Thief's Den installed in the same Doom 3 installation then you must delete or move away the folders: doom3\thiefs_den and doom3\darkmod\fms\thiefs_den BEFORE you install this re-release. The original is still available as a stand-alone demo (needs Doom 3 but does not need Dark Mod installing) from http://wiki.thedarkmod.com/index.php?title=Thief%27s_Den
  22. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  23. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  24. Well here's the first FM I created. There were a few setbacks but all in all it was a joy to work with Dark Radiant. If anyone is still doubting, please don't, it's quite easy when you get used to it. About: A mansion mission. This is the first part of my campaign. Find out what happened to a fellow member of the guild and learn more about Lord Nelson, the owner of the mansion. Build time: I don't know exactly. I played around a lot to figure everything out. Best guess is about a month effectively, before beta testing. Thanks: Thanks to the TDM team for this awesome mod. Special thanks to everyone who assisted me on the forums. Super special Thanks: My beta-testers 7upMan and lostbuthappy. Known issues: Lamps look lit when switched off. Ambient music of two zones start playing at the same time after quickloading. Tried a work around so it's very likely you won't notice/have it. Challenge: Play without switching off lights, otherwise it might be a bit easy. Here's the link: http://www.mediafire.com/?m4ywobjodm0 I hope you all enjoy it and please vote
  25. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
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