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  1. Wow, they look great and really fit the style of TDM, giving a Dishonored vibe! And it was so refreshing to see new paintings. I have some more questions: 1) They guy giving you the mission in the intro is supposed to be the brother of Lady Leicester, but later on it is implied that her brother died of a chicken bone. Did she have multiple brothers or am I missing something here? Shouldn't the intro guy rather be one of her friends mentioned in her journal? 2) What's the story behind the sword in the stone painting and area? I know it is somehow connected to grayman, but did he use it in one of his missions or did he draw it himself?
  2. Currently the absurd animation first does sortof a drop before actually mantling up. Just removing the drop part would make it much better already.
  3. Yes. They have the ability to carry things like swords and torches, and hold small objects in their hands like apples or scrolls, among other things.
  4. If you playing with your mod pack enabled I am not certain it is that interesting - as Amadeus mentioned we are overwriting some of the same script files as your mod. Features you are probably used to using, such as the “fast doors” code which causes doors move_time to vary based off the players movement speed will not work in this release unless you modify the scripts in the mission directory. Which we don’t recommend - but it’s your boat to float.
  5. For missions where mappers increase the drawing bow speeds, you can find attached to this post drawing bow sounds with an increased tempo to accompany the faster animation. Cheers! sound.zip
  6. Thanks Amadeus for the clarification! Interesting because it did feel as if doors weren't as responsive as I am used to.
  7. Hey Snatcher, I'm glad you like the FM! Thanks for the feedback. I want to note though that we didn't change the frob distance on any of the doors. If you are playing with unofficial mods or patches, there are scripts in this FM that could potentially break those, such as the frob_loot script. Again, I'm just going to reiterate that we do NOT recommend using unofficial patches or mods for this FM
  8. Congrats, a great Mission. I played it today for some time, but I think It will take me several hours to finish. Tomorrow more. PS I fount a little switch above the lift in Lady Lancesters Room, I use it, but until now I dont find anything for what it is. I'll try also putting the candles with the same height in the secret room. Thanks for the tip.
  9. Hello, Since this track is originally from TDM,i think it's better to ask here than TTLG. Do you guys have the full version of this ambient track?

    https://sndup.net/z4ty/

    https://sndup.net/qwhy/

    1. Show previous comments  1 more
    2. MayheM

      MayheM

      Thanks, could you send me the actual pk4 or the files, if possible? Because i don't have tdm right now and i'm on limited internet connection

    3. JackFarmer

      JackFarmer

      Sorry, did not read this till now. Help still needed?

    4. MayheM

      MayheM

      it's ok, I'll redownload tdm soon anyway, will do what you said. thanks

  10. Now I'm not gonna derail this thread too much by getting into the Dark Forces games, but I will say I loved those games growing up and played them til the CD practically melted in the drive. Glad your enjoying it though, and now when you are done you can play SLL!!!
  11. Addendum: in both Windows and Linux, the menu option for View -> Orthographic -> YZ actually changes the view to XZ, and vice versa. The option for XY works as expected, as does Ctrl+Tab. I'm not sure if this is related.
  12. I haven´t played it before, Dark Forces I and II were long standing games in my "I wish to play these some time" list, and I finally got to do that - I had a taste for something quick after almost 2 year of slogging through Pathfinder: Wrath of the Righteous (brilliant, but too long game - as I am getting older these 200h games are just nuisance and I ma getting tired playing them, everything up to 60hours of gameplay is just right for me), and Dark Forces 1 did exactly that for me - I was playing it at the latest version of the Force engine, which allows saves during gameplay, just like build games, and thanks to that I swiftly passed through it in 4 days or so. After that I started Dark Forces II and I liked them less than DF1: the main protagonist´s movement feels clunky in comparison with DF1 and force usage and lightsabre attack are worse and more complicated than in Jedi Outcast. I must say I enjoy the datadisk much more, as it combines few buttons in to one + have more usable force powers (the light side in DF2 main game is boring as fuck) + they finally introduced saber throw! Plus after I will finish it, I can say I played all the games in Kyle Katarn saga
  13. I'm running a fresh install of Fedora 37, and installed DarkRadiant 3.8.0 via the Flatpak installer. Trying to create a new XY view crashes DarkRadiant every time. I checked in Windows 10 and the same behavior doesn't occur. Are there any log files or other info I can present that might help?
  14. FYI, as I work on The Wench, I'm adopting the following style to using parentheses. This differs in my earlier treatment for The Thug and The Lord, where square brackets were more frequent, with a different meaning. (I plan to revisit those subtitles for this and other reasons, after The Wench). [Fragment from my eventual style guide:] TO BE DETERMINED: Some styles of including a speaker ID in a subtitle use parentheses or square brackets. This is not important for subtitling barks, but may be for “verbosity story” subtitles. Parentheses. These are used to refer to what the AI is saying/vocalizing. The most common purpose is: Descriptors for non-word vocalizations that are not otherwise represented, e.g., (coughing) (sneezes) Other purposes, used sparingly, are: Descriptors for vocal style or sound quality, e.g., (sing-song) (hoarsely) Indicating the speaker’s physical or emotional state, e.g. (surprised) (sleepily) (drowning) Providing stage directions or context, e.g., talking (to buddy) Indicating the speaker is actually talking in a foreign language, though shown in English. As the examples indicate, the text within parentheses should be all-lower-case and relatively short (for CPS/WPM considerations). If it refers to the entire phrase, put it at the beginning, and, if using a verb, favor the “...ing” form, e.g. (humming). If it refers to a particular location within the sound file, if using a verb, favor the active-form, e.g., (hums). For a long sound, consider indicating its conclusion: (humming done) or (/humming). Do NOT use parentheses (or square brackets) to enclose speech to indicate: whispering or sotto-voce. Instead, add a prefix word (whispers), (whispering), (confidentially), etc. asides by the speaker. Dashes can be helpful to set off such speech, or an embedded “(aside)”. Be modest in indicating the loudness of a bark; while the voice tone can be evident, the actual volume that a bark is emitted is not under the subtitler’s control. Square Brackets. These are: Mainly reserved for future “verbosity effects” sounds. Can be used for non-vocal sound included with a bark clip, whether associated with the AI or not, but important enough to warrant a subtitle mention. This will be rare. Example: [claps]. Curly Braces. TDM fonts do not support these.
  15. Same here. I love that at least somebody else has my setup, with the 3D-view in the left corner and then all angles in the other three Sometimes I get the feeling that folks only work in one orto-view and use commands to turn it around...
  16. Bachelor Mapping Challenge!

    The girlfriend will be away to her mum's place for almost a week, which means more mapping time for me! I'm planning a speed build. Hope it will go my way :)

    I'm starting by downloading 2.11. Don't know if I'm going to use any fancy new stuff. Just want to crack those itching map muscles that has gone dry and dead since almost a year's worth of no-mapping :)

    1. Show previous comments  2 more
    2. Wellingtoncrab

      Wellingtoncrab

      Love your work so looking forward to whatever you got coming next whenever and wherever that may be!

    3. thebigh
    4. The Black Arrow

      The Black Arrow

      Yes please, I remember playing your maps and they were amazing.

  17. It was some years since I finished that mission, but if I recommend correctly I created three different starting locations and used the "diff_N_nospawn 1" spawnarg on each to delete the ones not appropriate for that particular difficulty.
  18. I've been playing this for a couple of days now, it's fantastic, though the street sections did seem to be making the machine chug a little. It took me far too long to work out... Thanks again, your efforts in making these things is greatly appreciated.
  19. Type in console r_volumetricSamples 0 to disable volumetric lights (not tested). Might change the looks too drastically.
  20. I remember I found it great that you implemented this, because personally I think the mechanic is not really needed in enough missions.
  21. Congratulations on the release. I'm so happy Graymans last wish for his last FM be published was actually done, especially by such a skilled crew. Well done and thank you!
  22. The family portraits were generated using AI by Wellingtoncrab, using ingame screenshots of the characters as a starting point. It took a lot of iteration to get the appearance shown in the portraits.
  23. The lantern has seen some improvements by myself, Amadeus and Goldwell. If I shared that file on Discord its probably the version that has those improvements.
  24. Regarding fonts stretching. Maybe I should try to implement width stretching in engine? Suppose that someone specifies "fonts/carleton$aspect=16:9". We break this into font + parameters, load the font, then do some postprocessing. If aspect=A:B, then we scale down by X in (A/B) / (4/3) times, e.g. scale down in 4/3 times in case of aspect=16/9.
  25. Speaking of weird AI behaviour, when I blackjacked the guard in the police backyard, he wildly rotated around and as I took him to hide him in a dark area, he was named a corpse, so somehow he died on that chair . Also a technical question, I'm pretty sure the cool intro pictures are screenshots worked over by AI, but how about the fantastic portraits inside the mansion? Have you found them somewhere or are they AI-made too?
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