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  1. Well, I have never heard of any complain about Garrett voice overs in Thief ever. Typically a mission will only have about 5 voice overs total, so to say it's annoying might be strectching it. I'm not talking about having a charcter that likes to talk to himself constantly, just a few comments that lighten the mission, add some depth... A very standard occourance in Thief missions. Having some voice overs available in no way means that any one will use them, it's purely an authors decision. So to point 2, if you have a female main character why would you add male voice overs in the first place? This isn't something that would be forced on authors, it's not like the character is gonna say 'damn, locked' at every locked door they come across, only at ones that an author wishes them to say it at. (probably at most one door in a map if at all, that's why a wide variety of sayings is needed). I still think that voice overs shouldn't have a toggle. If an author wants to include something why should we put toggles on that stuff. Should we toggle loot? Should we toggle whether or not doors are locked? Should we have a toogle for creativity? But Fidcal's idea of having a seperate catagory for 'clue voice overs' would be cool. So the player would say 'oh, not sewers again' as that's not a clue, but the author and/or player could choose whether or not specific things like 'I need to climb that pipe' would play. The author would either choose it as a voice over (plays no matter what) or a clue (plays if player has audio clues turned on)
  2. Well, these forums have miles and miles of posts... I would have never put down the idea of having a players voice as clues. It was somehting I enjoyed from Thief and used in all my missions and see no reason to not have a voice set for TDM. Whether it's 'generic' or 'Farrell' or Farrell and random thieves seem to have a very simialr voice maks no difference to me. But IMO would be a welcome addition by most authors just to have a based 'accepted' character voice for voice overs. ------ We actually have a topic in team discussions about what type of stuff to add to the Wiki, names, characters, etc... and what we want the community to contribute to it and how. It just ended up veering a bit off topic...
  3. I've based all my missions in a city 6 weeks away from Bridgeport via the fastest steamship, called it 'Lunarium' due to specific key city structures that couldn't be plonked into Bridgeport. I've also called my rogue Reg.
  4. hehe.. You guys have put me down, when I suggested that audio comments as clues in the "unopenable doors"-thread! But anyhow, I still think they will greatly add to the game.But that also means, there is only one hero. If a mapper/designer has his own ideas, he must record his own voice-files To the topic: I guess, having no "official" campaign is a problem. A story lives with the strong characters. But inventing those characters into the void can be hard and spawns a lot sub-universes. So, maybe there could be some official top-people (chief of the inventors, high priest of the builders ...) and some informations, that make them suspicious or somehow interesting. Mappers could then refer to them in their missions.
  5. A fan-team got it integrated and working in Doom 3. There's a link somewhere in these forums (search "megatexture" of course), or do a search at Doom3World.org where their original thread was. It's not as polished as Quake Wars iirc, but it does look very cool. You can download and play their test-map with it, too, and there's also a YouTube video showing it if you search "Doom 3 megatexture" on YouTube. I think one draw-back (again iirc) is that the megatexture doesn't compress in their version like it does for Quake Wars: ET, so it can get quite large depending on just how big a megatex you're making, which also adds to load time. But the one they used wasn't too big, the filesize wasn't great but not the worst, and it still covered a lot of ground and looked pretty good. I think it would be awesome, aside from the coolness of having a megatexture in a Darkmod FM at all, if someone could getting it working in a Darkmod map just to prove it can be done, and then hopefully they write up a little tutorial on it for posterity. That is, I think it's worth going for it if you're interested, even if you're not sure if it's the best solution in the end. Somebody needs to try it sooner or later. (And talk to the original guys that did it for technical guidance.)
  6. Gees, I'm not having very good luck figuring things out in the last few missions. I was loving this one right up to the point where I got into the secret vault room. But there's absolutely nothing in there. I can't see any hints about where this diamond might be, other than perhaps his wife found it. As far as I know I've been everywhere in the map. What am I missing?
  7. Sonosuke would have certainly done that if the models were available but unfortunately that's not the case yet. Regarding that all the FMs are great, they just are . But still there are missions that are golden and others that are not, but still great of course. You really have to pay attention to the little details and the whole atmosphere of each FM, but the overall quality of the FMs is great.
  8. Thanks for the update to version 1.0. I'm sure the few remaining bugs will be fixed. I agree, this mission has a very Thiefy atmosphere and style. I hope all the Thief fans missions will carry on with this type of authentic Thief atmosphere, look and feel.
  9. Some parts of VB4 look really good, but the main forums... ffs they are doing my eyes in - if there was ever a way to shed loads of users/member - that is the way to do it. As I for one wont be using the ttlg forum nearly as much(its just offends my eyes and is hard to read) unless it starts looking better..
  10. Just wanted to add an addition to my post about releasing missions at TTLG.com's forums - they now have a dedicated fan mission subforum for Dark Mod missions! You can find it here: TDM Fan Mission Subforum Obviously a good idea for authors to post a release thread there
  11. Do we have some idea of when the Inventors, Steam Beasts, etc. might be released? I've just started working on a map that I'd intended to leave open so I had the option of developing it into some sort of campaign in the future. The plot will interweave necromancers and the Inventors, but I thought that it might work well to have things like Steam Beasts available to add into the map. Obviously, if we are looking at years before they are going to be available then I'll either make do without or work on other projects first. Just curious. Incidentally, I'm happy to work collabortaively on the campaign I'm working on. If anyone's interested in creating missions towards a campaign, or standalone missions that fall in line with a single theme, then please feel free to PM me and I'll give you a run-down of my ideas. I'm a bit reluctant to post my plot ideas here as I'm hoping for a couple of twists and suchlike that I don't want to make public at this time.
  12. Great mission, think I played it for at least an hour! Completed all the objectives and then I got the same prob like the others with the objective. Still a very good mission and it's amazing how you guys are able to create a wonderful atmosphere. I'm looking forward to the next set of missions.
  13. I actually wanted the option in so people could try "iron-manning" missions.
  14. it's a pretty good mission, the scenario is simply great.... even if I couldn't I generally prefer sneaking mission rather than "tomb raider" agility missions and I'm not a big fan of blind room where the doors are not useable and you can only get in by the windows, it's quite less realistical. but theses concern are rather personal, and the map is otherwise simply great, I quite love the "lovecraft" kind of touch and the fact that you've included a map... I really miss old thiefs map system edit: managed to get a sneak score of 3 even if I think i've been seen(not sure). it's the first time I get something different than 0
  15. Umm, yes and no. I went in again and quicksaved in the first zone, went to 2nd zone, loaded. back and forth a few times. Couldn't really pin down exactly what was happening. Sometimes it seemed to load and have the correct ambient sound AND volume. Other times the correct ambient was there but very quiet. Although just tapping the slider the tiniest bit brought the sound to the correct volume. So maybe the slider can become out of synch somehow, but just touching it resets. Minor bug I guess and it only happened maybe 50% of reloads. But the slider does work, so even if I have to go to menu after a reload and tap it I'm happy with that, the volume was so loud before with ambient on 0 I actually gave up playing alot of the new missions almost instantly. So now I getta play again without hearing loss --edit-- There actually was consistancy with it. If I saved in first zone, went to 2nd and reloaded (restart in 1st) the volume was fine. If I saved in 2nd zone, went back to first and reloaded the sound in 2nd zone was quite. It was only quite when reloading into 2nd zone. ----- yep tried again just to be sure. Save in 1st zone, reload sound is correct volume. (doesn't seem to matter if I go in and out of 2nd zone before save). So it's not going through zones that changes it, it just doesn't seem to register any zones beyond the first correctly. Save in 2nd zone, reload, sound is really quite, but tapping the slider fixes it. ------ Also, have sound loud in 1st zone, turn ambient volume down, reload, sound is loud for a second, then drops to quiter adjusted sound. So it does start at volume saved but drops to correct sound right away.
  16. It certainly would be nice to flesh out some of the setting, but you don't have to interlink everything. Most of the "factions" (neither pagans or necromancers would actually qualify as a 'faction' btw) don't really have anything to do with each other. The upcoming map "Builder's Influence" reveals a lot of interesting information about the Builders, for example, but it is just a standalone mission. I guess my overall opinion is that the setting should grow organically, rather than some big project to define it. Let the setting grow in bits and pieces, by mappers who have something interesting to offer, instead of trying to shoehorn missions into serving as 'chapters' in a setting encyclopedia. If people really want to get involved in shaping the setting, they should go through the wiki pages and look for something that catches their attention. Then think about how they could expand upon it and turn it into a cool mission.
  17. STiFU

    Movies of 2009

    I agree that cinemas are a rip-off, but I do visit them sometimes, mostly for 3D-Movies. Everything is better in 3D!! I also did like Avatar quite a bit although it was really predictable most of the time. The scenes with those flying animals were simply awesome, especially the big one... The thing I liked most about District 9 was that instagib-gun. It felt like Unreal Tournament as a movie! Here are a couple of other movies of 2009: The Invention of Lying - I really liked this comedy because it was something completely different for once. Of course it still has some hollywood-moments and the classic happy-end, but if you manage to overcome that, you're faced with a excellent comedy, featuring an antihero in a perfect world without lies. Nine - Well I love Tim Burton's movies, so this one was a must-see for me. It was rather OK-ish, but I liked the overall atmosphere very much. Raging Phoenix - Sometimes I like it simple! Like most movies of the "Thai Film Association", this one features sheer amazing martial arts paired with a rather unambitious story, but not as weak as the story of "Tom yum goong - Revenge of the warrior". This movie comes along pretty pseudo, but there were many moments that forced me to scream out of joy, because of those really sick moves!!! =) 2012 - I am really no fan of catastrophe-movies, but this one had some nice eye-candy here and there. Aside from that, it was a weak movie though. Crank 2 - Disappointing! Loved the first part, but crank 2 just didn't bring anything new on the table, but overexaggerated things from the first movie instead. Dragonball Evolution - Unintentionally hilarious! Zombieland - Zombie-comedy. This combination works really well for me. Disclaimer: Some of the movies only go by with a couple of beers. I agree that I do watch a lot of crap sometimes!
  18. I´d be happy to lend a hand as a mapper for a project like this and think the idér of separate missions that interlink story wice and showing off the different factions of the city (the builders, the pagans, the inventors, the necromancers, etc), is a great idé as TDM can´t handle campains (yet) and as a project like this is going to take time I can´t see whay a mission with/about the inventors can´t be plande (maby not as the first) to fit the story along the way!
  19. I think he referred to versions updated to 1.00, the one with squashed thingy and the one fixed. So both would run correctly, no easy way to know which one you have. I really need to support him about version numbering. In open source world it's very disliked to overwrite new package with old version number. It creates confusion, it brakes distfiles servers etc (same filename, different checksum). I know there are no such problems here but still, imagine a person on dial-up (yes, they still exist) that downloaded a few MB fan mission around the time you updated it. No way to know which one you have. Minor version update is not a problem for a packager and it easily allows you to determine which version you have. Something like 1.0.1 update for 1.0. 1.0 -> 1.0.1 -> 1.0.2 - bugfixing 1.0 -> 1.1 -> 1.2 - new content/mission changes 1.0 -> 2.0 - redisigning bigger part of a mission That's only an example but it's really good habit to use such (or similar) scheme, even if it makes a life easier for just a few people. And of course big thanks for St. Lucia as a release for TDM 1.0, been waiting some time for this to replay this mission. For some reason I still remember it the most and as one of the best.
  20. - Operating System: Windows 7 Home Premium - CPU: AMD Athlon™ 7550 Duel-Core Processor 2.50 GHz - System RAM: 8.00 GB (7.75 GB usable) - Video Card: NVIDIA GeForce 9100 - Video Drivers: See VIDEO DETAILS below - Experienced Performance, Steps you had to perform to get it running or problematic driver versions, etc. Comments: Doom3 Installed through Steam. Other than the challenge of locating the DarkMod directory within Steam, no problems installing. Game performs great, so far. Installing Missions, challenge: My game starts with no installed missions. I must click a Mission, and the game restarts. Occassionally, the game fails to restart--being killed by a Windows 7 Task Manager pop-up. If the game restarts on its own, the mission works. Workaround for game crashing--keep launching it until it successfully restarts. I would imagine the desired behavior would be for games to remain installed. Perhaps I have a read-only folder or some other easy fix, available? VIDEO DETAILS: NVIDIA System Information report created on: 01/22/2010 18:32:58 System name: CALI [Display] Processor: AMD Athlon™ 7550 Dual-Core Processor (2500 MHz) Operating System: Windows 7 Home Premium, 64-bit DirectX version: 11.0 GPU processor: GeForce 9100 Driver version: 186.40 Stream processors: 8 Core clock: 500 MHz Shader clock: 1200 MHz Memory clock: 400 MHz (800 MHz data rate) Memory interface: 128-bit Total available graphics memory: 3838 MB Dedicated video memory: 256 MB System video memory: 0 MB Shared system memory: 3582 MB Video BIOS version: 62.77.2F.00.06 IRQ: 22 Bus: FPCI [Components] nvCplUIR.dll 2.5.397.07 NVIDIA Control Panel nvExpBar.dll 1.5.700.35 NVIDIA Control Panel nvCplUI.exe 2.5.397.07 NVIDIA Control Panel nvViTvSR.dll 8.15.11.8640 NVIDIA Video and TV Server nvViTvS.dll 8.15.11.8640 NVIDIA Video and TV Server NvSataConnection.exe Unavailable Unavailable nvraidservice.exe 10.3.0.42 NVIDIA® NVRAID NvRaidServer.dll 10.3.0.42 NVIDIA® NVRAID nvDispSR.dll 8.15.11.8640 NVIDIA Display Server NVMCTRAY.DLL 8.15.11.8640 NVIDIA Media Center Library nvDispS.dll 8.15.11.8640 NVIDIA Display Server NVCPL.DLL 8.15.11.8640 NVIDIA Compatible Windows7 Display driver, Version 186.40 NVCUDA.DLL 8.15.11.8640 NVIDIA CUDA 2.2 driver nvGameSR.dll 8.15.11.8640 NVIDIA 3D Settings Server nvGameS.dll 8.15.11.8640 NVIDIA 3D Settings Server
  21. As someone with some experience in trying to get a group of people moving in the same direction to create a TDM campaign, this is much more difficult than it sounds. You'll need to have serious mappers sign up before any other work makes sense. You should also seriously consider what you want to accomplish with a campaign that you could not with a series of individual missions.
  22. Hi, hope this question hasn't been answered already somewhere else... I downloaded the mod and have run a few missions, everything seems ok there, however, when I run DarkRadiant the grid views begin by responding to my mouse sluggishly and then cease up completely. I downloaded the C++ thingy from the site and am running on the following: windows vista Dual Core T7500 2.2 GHz 3 GB ram GeForce 8600M GT sometimes I get a couple of seconds of good movement, my cameraview is set to wireframe so I don't think it can be a graphical issue thanks for the help, Whisper
  23. I have some ideas, but I'm reluctant to express them publicly until I have a fully realised storyline thread. Right now I have about three separate themes that I'm trying to tie together into a single consistent story. Trying to connect them isn't easy since I'm dealing with four different factions and have to link them all together somehow (some of this is already done). I'll give some thought to having separate smaller campaigns if I can't resolve this. I've also been writing little bits of background info for the TDM universe to help get an idea of the world and those who live in it. I'm trying to keep this as faithful to the existing universe as possible, but I'd love if someone from the TDM team could have a read in an 'official' capacity to provide feedback. If there's anything in there that the team likes it could be added to the wiki, or not as the case may be. One thing to consider though, getting back to the original question of small campaigns, even a single mission (if it's large enough) can give you a pretty good idea of a certain faction. Although Cragscleft wasn't the only Hammerite mission in Thief1, it fleshed out the order pretty well in the player's mind. For this reason, I don't necessarily think that you'd need 3-4 missions focusing on one faction in order to help players understand them.
  24. A question comes up, since we can sort now: Should all "The" missions be reformated as such? I'm thinking perhaps it's a good thing to start now, early. "The Dark Mod Trainer Mission" ==> "Dark Mod Trainer Mission, The" Edit: I'll give it a shot and see how it looks. Can always revert.
  25. Hey there, To make your life a little bit easier I have changed the wiki page for missions to have sort by date/name/series etc. I can make something to convert dates to whatever your wiki user account has set as its date option if its still not enough... (I also added icons for the links, but they're rather ugly - feel free to replace them with better )
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