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  1. I listened to Palingenesis, and it definitely sounds like a track you would hear in a TDM mission. Well done. Clicked on "On The Edge Of Dawn" and it sent me straight to the second track, "Dawn Fades". It's good but may be a bit busy/loud by TDM standards. YMMV. I'd like to use this thread to point out that T1/T2 made use of short ambient loops, repeated, mixed up, and layered. This was probably due to technical limitations, but it can contribute to the hypnotic feel of the soundtrack, and isn't often replicated by the usual completed tracks we hear now. I don't know if any TDM mappers have taken this approach, but boiling down ambients to their smallest components might be a good idea from a creative standpoint. For example, I downloaded Thief 2 to this computer. Ambients are in RES/snd.crf/SFX. You can open it with 7zip, sort by size or name, and start loading them in your media player without extracting. One iconic mission, Framed, uses these: m04ring (36s) S0400 (24s) m04lo (23s) s0401 through s0407end in snd.crd/MiscVOs/english Some areas in missions are only/primarily playing a short loop in the background, such as: voicel1 (13s) SUBSON1 (4s) m01drone (~1s) Lhouse (4s) L7baseM (4s) L2_base1 (6s) voxloop2 (4s) brassL (6s) Some sounds may be played randomly (not sure), such as FB1 through fb10. The largest file, swells2.wav, is used in Shipping and Receiving and another mission, and it's still only 44 seconds long. Another fun thing are the "twangs", "openers" or whatever you would call them, that only play at the very beginning of the mission. There are two main ones in Thief 2: ambstart.wav (6s) BELLTHMP (6s) I think there's a third variation, might only be in Dark Project My point in bringing all this up is that to get that Dark Project/Metal Age feel, maybe we need to go back to the basics.
  2. Cool ambient sounds, IMO very fitting for Dark Mod missions. "On The Edge Of Dawn" would have been the perfect ambient for a certain section in my last project. Couldn't you have come here a year earlier? Anyways, good luck with your mapping projects, however, I would recommend to start with a single mission before venturing into larger projects.
  3. I'll check it out. Last missions I really enjoyed (top notch): Behind Closed Doors (no, not the TDM one...) and Death's Turbid Veil (very interesting story and gameplay). Also played The Cinder Notes (nice one as well), and Heart and Soul (rather so-so, considering the IMO too high difficulty, and some scripting bugs).
  4. I always enjoy your missions, this one included. Thank you for all your hard work and I look forward to more from you.
  5. Not that I'd want to discuss about what's the "best", but, there are a lot of insanely good fan missions for Thief and Thief II out there. For some examples: The Scarlet Cascabel, Malazar's Inscrutable Tower, Behind Closed Doors, Windows of Misfortune, Lost Among The Forsaken. That said, Iris is great, and surely up there with the best TDM missions. I must admit I had more fun with Thief and Thief II missions as of late though. Something about the original game's base which has a bit the edge over TDM in terms of atmosphere and character, and, also FM authors which really know about fun gameplay and mission architecture.
  6. And some info can be found on this forum topics and wiki. Wiki article: https://wiki.thedarkmod.com/index.php?title=Parallax_mapping Topic: https://forums.thedarkmod.com/index.php?/topic/22574-experimental-support-of-parallax-mapping-in-213/
  7. Thanks for playing and taking your time to comment! I like reading mission comments. I agree that efx really brings missions to next level. If there is someone in the community who would like to contribute by creating an efx version for this mission, I would be totally fine with that: feel free to add yourself to the credits after doing this service. Thank you!
  8. I looked through the wiki and it doesn't seem that complicated. I don't want to spend the time to learn DarkRadiant enough to create testing rooms with different reverbs (I don't use it at all and when I tried it I spent too much time on basics like where to save which definition files and how to correctly use them etc.) so I'm not going to be super helpful here, but I looked through this thread dealing with that exact issue: And through this page: https://wiki.thedarkmod.com/index.php?title=Setting_Reverb_Data_of_Rooms_(EAX) It seems like the parameters in the version 2 of EAX Reverb are relatively sane, you only need a few of them and according to the linked thread (it includes a couple examples) it should be possible to just take existing presets and modify a couple parameteres that need to be modified. One important part of the wiki is the image of the table with existing parameters and their allowed ranges. It also contains contains a link to OpenAI EFX manual section that explains all the parameters in reasonably plain english: https://usermanual.wiki/Pdf/Effects20Extension20Guide.90272296/view#95 The way I understand it the parameters are used without the AL_EAXREVERB_ prefix and the most important one is the GAIN parameter, which controls how loud the reverb/echo is compared to the original sound, its default value is 0.32 and allowed range is 0.0 - 1.0, so setting it somewhere lower than 0.32 would be a good start. The second is DECAY_TIME, set in seconds, range 0.1 - 20.0: the larger the room, the longer the decay time, but at the same time the more filled with absorbent materials it is (carpets, beds, armchairs but also full bookcases), the shorter the decay and quieter the the gain. There are other parameters that would allow you to make the reverbs and echos more sophisticated, but these two should be enough to fix the big problems.
  9. The POM materials included in the game are all brand new. So you can expect to only see them in new or updated missions, which we haven’t seen just yet. There are missions in development which use the feature that hopefully will release in the not too distant future. Welcome back to the wondrous world of idtech4 by the way!
  10. Thank you. Iris is truly amazing. I like to take my time and explore and I am having such a good time on this mission. I know people building missions do it because they love it, and it shows in this mission. It is extraordinary. Thanks again, G.
  11. It's a nice mission, but I like most of your other missions more.
  12. Brand new to TDM. How do I enable parallax for playing missions? Side note: Back in the day I was pretty involved in D3 modding community. My claim to fame was the first gravity gun mod using only scripts. It worked surprising well. Playing TDM brought back a flood of memories of doom3world and all the modding projects there.
  13. Just finished. What an excellent mission. Even the intro video was one of the best I've seen. If I had to nitpick, I'd say there's too much echo on the dialogue, but I'm only saying that because I feel this is a bit of a trend among TDM creators in general (usually in missions, not in intro videos). Beautiful graphics style and lighting, interesting areas that are fun to traverse. Sometimes I had a bit of an issue with the AI being mildly weird, but that's just something that happens in TDM. The difficulty was relatively mild - when purchasing the copy of the master key, that is. I didn't try ghosting it, just no kills and one or two knockouts, without significant issues. The loot limits were set up relatively benevolently as well, ended up with 1580 without having to backtrack anywhere, 6 out of 8 secrets. Took just short of 2 hours. Therefore I agree that it would work pretty well in a campaign.
  14. One of the dhewm3 changes might improve the situation around "save scumming". Please try doing lots of quick save / reload actions on any missions where anomalies were seen. r_ssao_insubview is mostly to make mirrors have reflections that match the scene lighting but it also has an impact on X-ray rendering. Please enable it and check for anomalies. Thank you!
  15. I've been playing Thief since about the beginning. I've played hundreds of fan missions in the various incarnations of what we all consider (or not, depending on whom you ask) Thief; quite a number of them are magnificent, but Iris leaves them all in the dust. I fervently hope Wellingtoncrab has not retired.
  16. What a fantastic mission. Took me 3 hours and a half and only found half of the loots! too many stuff to explore! replayability is high on this one. Again, thanks to the recent update, i had very few stuttering on some areas, i think i remember trying it when it was released and it was barely playable, or didn't even load. This mission also shows TDM can rival Thief's fan missions in terms of size and details, i think this one is the largest map i've played so far
  17. Is there a list of missions that needs subtitles more than others? Like a priority/popularity order. I guess maybe Shadows of Northdale, Volta and Hidden Hands? The smaller missions are easier to complete and test, but probably less reason to have subtitles for them.
  18. Thank you for continuing to develop and update The Dark Mod. I plan to revise and update Turkish translation, including three official missions. Most likely around the end of the year. It has been a long time since the last update due to my other works and private reasons. From now on, I will keep Turkish translation updated.
  19. Delete the mission line in darkmod/currentfm.txt then use the in-game downloader to update all missions
  20. A new patch version has been uploaded to the ModDB: https://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-unofficial-patch This is mostly about it being compatible with the just released TDM 2.13 including some more minor changes: v2.3 26.03.2024 ---- Updated to 2.13 and renamed most missions because of new list style. Moved compass to tools inventory section and improved training map. Added each 5 minutes auto save game feature, thanks to chumbucket91. Removed invisibility potion as this is a part of the core game now. Added sortable inventory, thanks Snatcher, datiswous and nbohr1more. Removed numbers for non stackable inventory items, thanks Snatcher.
  21. It never made much sense to me that the compass had its own category which made me believe it is by design for some reason. Watch out for side-effects in missions. "Compass", "Loot" and "all others" are three different things.
  22. How embarrassing. Either I never knew that up-to-date missions won't show up, or I forgot. Sorry about that.
  23. TDM Modpack 5.0 Compatible with The Dark Mod 2.13 (only!). The download link can be found in the opening post. Introducing... ~ THE LIGHT STONES ~ The shortcomings of the Light Gem come from the fact that we normally have nothing to compare its luminosity with and it is many times difficult to tell how lit we are. Fully concealed? Slightly lit? Besides, no wonder the original creator(s) of the Light Gem had to come up with the red frame because at some point it is impossible to discern medium from high brightness. The Light Gem has served us well but the time to mod it has come. Inspired by a comment by @Zerg Rush here is my take on the light indicator: This new light indicator does not make use of the red color. As far as usability goes I think it is best that we stick to yellow for light, red for health and blue for air. The Light Stones mod probably isn't the perfect solution but a step in the right direction for sure and the best thing of all is that I didn't touch a single line of code: the effect is achieved by simply altering five images. Light levels are calculated by the game engine the same as always but the outputs are displayed differently now. Love it? Hate it? See the Light Stones in action and let us know what you think! This mod is available in all missions. ~ Visually Visible Player Weapons ~ On the subject of light, according to the Light Gem Stones having the bow or the sword sheathed make you a tad more visible and I thought we could organically let players know by making these weapons "visually visible" in the dark. While I was at it I also made the Blackjack slightly visible for players to be able to discern its texture in very dark conditions instead of seeing a black shape. The change in the blackjack is minimal and I don't expect any complaint. This little tweak is included in Core Essentials and it is available in all missions except in A House of Locked Secrets, Hazard Pay and Noble Affairs. ~ Modpack Settings ~ Up until now we used an external file to configure some controls and now this functionality has been built into the game and the "Auto Commands" mod has been decommissioned. Simply click on the Modpack banner in the Main Menu to access this screen and setup controls to your liking: I haven't figured out yet how to detect if a particular mod is installed and this screen is always the same regardless of whether you have a mod or not. I will look to improve this in the future. ~ Inventory Menu ~ In previous iterations of the Modpack the Inventory Menu has gone through several visual and functional upgrades and this time thanks to @datiswous and @nbohr1more we can change the sorting of the items: ~ Flash Grenade & Shock Mine Mods ~ There's nothing new for players in these mods but I want to stop here for a second to say something. When creating mods I not only do my best to make them compelling and compatible with most missions but I also try to anticipate what mappers might do. The Flashbomb had never been modded by any mapper but due to some limitations during the 2.11 times the Flash Grenade mod was doomed to break a mission and it eventually happened in Kingsal's Moongate Ruckus. Despite it being my problem I wasn't sure how to tackle the situation and Kingsal was very kind and in an update he included a fix in his mission to avoid the incompatibilities. @kingsal, I once asked you include the file "def/tdm_playertools_flashbomb.def" in "Moongate Ruckus". I finally had time to review my mod in detail and make it as resilient as possible so feel free to remove the file in your next update. Thank you very much for your understanding. On a side note, the Shock Mine mod was also created during the 2.11 times and it has now received a similar treatment and the modded mine shouldn't break anything in the long run. ------------------------------------------------------------------------- Fellow @wesp5, For this release I revisited and updated most of the mods and some are of your concern: The bottle fragment in the "Fragile Bottles" mod used to replace the original entity but I changed it to replace only the model (and the skin) thus preserving the entity. This approach is way safer to guarantee compatibility with crazy stuff mappers might do. By default, FPS are uncapped in 2.13 and the "Blinking Items" and the "Loot Animations" mods have received and update to make them feel more or less the same under any FPS. Consider updating these mods in the Unofficial Patch. ------------------------------------------------------------------------- Once again, thanks @Dragofer for making standalone mods possible, thanks @stgatilov for everything you do, thanks @taaaki for hosting the game and maintaining this place and, last but not least, thanks @nbohr1more for all the house keeping. Here is the full change log (the download link can be found in the opening post): • v5.0 New release - Compatible with TDM 2.13 (only). - LIGHT STONES: Initial release. - AUTO COMMANDS: Decommissioned (replaced with an in-game menu). - CORE ESSENTIALS - MISC: Player weapons are visually visible in the dark. - CORE ESSENTIALS - MISC: The inventory grid/menu allows sorting items. - CORE ESSENTIALS - MISC: Inventory count removed for non-stackable items. - CORE ESSENTIALS - SMART OBJECTS: Added names to some actors / ragdolls. - CORE ESSENTIALS - FRAGILE BOTTLES: Bottle fragment now replaces the model instead of the entity. - CORE ESSENTIALS - LOOT ANIMATIONS: Mod revisited to make it work nicely with high FPS. - CORE ESSENTIALS - BLINKING ITEMS: Mod revisited to make it work nicely with high FPS. - FLASH GRENADE & SHOCK MINE: Removed potential incompatibilities with future missions. - SHOCK MINE: Shop price doubled (80 gold now). - SKILL LOOP: Final update to make it more versatile in destination. Happy Taffing!
  24. Perhaps something related to You could try setting s_overrideParmsMode cvar to 0 as a test. If it works again, you'll know to change one of the volume spawnargs to make it work when s_overrideParmsMode is set to 1. For 2.13 missions, s_overrideParmsMode should be set to 1. You can also set s_overrideParmsMode to 2 to get a console message if there is a difference between old and new behavior.
  25. If you have them installed (using the mission downloader) and they are the most up-to-date version, they won't show up in the mission downloader. It depends on the entry in the fms/missions.tdminfo file. @joebarnin, is that the case for your machine? When I do a test search, Now and Then and The Heart of Saint Mattis show up for me. Tech Info After installation, The Heart of Saint Mattis is excluded from the downloadable list. fms/missions.tdminfo: tdm_missioninfo heartstmattis { "downloaded_version" "2" } If "downloaded_version" is manually changed to "1", The Heart of Saint Mattis is included in the downloadable list with an update available mark (*). fms/missions.tdminfo: tdm_missioninfo heartstmattis { "downloaded_version" "1" } Deleting the missions.tdminfo entry will also make it show up in the downloadable list.
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