Jump to content
The Dark Mod Forums

Search the Community

Showing results for '/tags/forums/shorter fan missions/'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. there was no new missions since 1.07 update and i dont want to replay old
  2. Here's a sample of what a mission author could put in their briefing text, starting with TDM 1.08: Here are the rules (so far): 1 - You can have any number of selections, and you should have a matching number of player starts in your map. 2 - The player can make a selection by clicking on the text. 3 - They can change their mind any time before ending the briefing, though they can't deselect a selection. Just pick a different one 4 - If they don't select anything, or the briefing doesn't offer a selection (existing missions) the game determines the starting point in the usual manner (whichever starting point has the lowest entity number). 5 - This method doesn't rely on teleportation. I haven't worked out any rules for the case where an author wants to also select a starting point using the difficulty level. Making the two methods compatible would probably require a naming convention for player starts.
  3. Thats what I was trying to find out. With 8xAA it runs pretty well, averaging 40fps on the missions I've tried. The rest of the laptop makes up for the slightly under-powered GPU so it ticks along nicely enough.
  4. So far I have almost entirely used DR extracted from the ubuntu packages. I was previously able to compile it with Mandriva 2010 and 2010.1, but more recent versions have not bee successful. After copying the ubuntu version into my system, I normally need to make symlinks from the boost libraries and the gtk libraries from what I have installed to the versions DR is trying to use. So far this has worked pretty well. Both of my released missions thus far were built on DR ubuntu versions. The worst I have seen so far is a random crash which closes DR when I press a keyboard shortcut, such as 's' for the texture tool or 'esc' to unselect an object. But that is rather rare and I am in the habit of saving often and keeping a backup. If the question "Why don't you just use Ubuntu?" comes up, my extremely polite answer is this: I really don't like Ubuntu very much and much prefer the well-stocked package repositories for Mandriva/Mageia. I am running openSuse 12.1 on my laptop and enjoying it rather well and may migrate to it on my desktop if I don't like the direction Mageia goes in.
  5. Well, I'm buying it so I'll let you know what I think. I also didn't care for the demo, but I'm taking the plunge and hoping for the best because I know they've fixed at least 800 bugs since it's release, and because the demo was probably a slightly watered-down version of what will be released on 10/18. There's a setting within the options screen to turn on advanced formations. I didn't experiment with them, but they offer some formations anyways. And just because you saw 3 or 4 maps doesn't mean there aren't any heavily forested maps. AoE2:Conquerors had like 20 maps to choose from, and you can build your own if you want with the AoE3 map editor. Random map generation options will also allow you some control over what types of maps get cranked out. If there isn't a black forest map upon release, I'm sure a fan will make one for download if you don't build your own. Yes, the stupid sounds irritated the hell out of me, too. But I'm hoping for the best on that; I heard they maybe didn't put all the sounds in the demo for file-size sake. If the demo actually had it all, then I'm hoping we will be able to put our own sound files in if we want. The graphics sucked on my machine, too -- but if you have a high-end system it looks gorgeous. Going from 512MB RAM to 1Gig helped a lot for me. Still a ways to go, but it was a lot better. You mentioned before you had to play F.E.A.R. at 640 x 480. Same here (when I had 512MB of RAM). So I bet the AoE3 graphics sucked as bad for me as it did for you. It's not Ensemble Studios' fault we don't have more powerful PCs. Trees also didn't fall down when chopped in the demo. I hear that was a bug and trees will fall in the final game. They've also made an option for a more minimized version of the UI (if I didn't say before. I'm too lazy to check my last post(s)).
  6. Ah, I get it. So we are allowed to have faith in the release of an editor where we got no word, but we don't need to thave the same faith in a fan project? That it existed doesn't matter. Of course everybody kjnows that it existed, that was never the question. The question was wether it will be released. The sourcecode for Thief and Thief 2 also exists somewhere, but from our point of view it is just a myth. We can assume that it exists, but it doesn't really matter, because we don't have access to it, and we have no indication that we will get access to it. That's my point. Right now, it's easy to say, because with hindsight you always no better, but at the time the campaign was running the chances for the editor were just as existing. As I said. firsthand knowledge that is not transmitted doesn't count. So what? I't nice that some of you were contacted and in the know. That doesn't change the fact for all the others. An information that exists in some void is no information. Does a tree in the forrest make a noise if nobody is around to hear it? No it doesn't. It's as simple as that. Like Sherlock Holmes. He knows everything and it looks like a miracle, and after he explains it's its obvious. Afterwards you always know better. Since you seem to knew it, it may have been a "huuuge giveaway" but for others it was not. Making an icon is a job of about 1 hour if you don't know the tools well, so what kind of a giveaway is that? Of course. After all we were excited with the project. That's normal. If we were not as excited, we wouldn't be around now and continuing the work.
  7. Since it is stated that at least one mission (not yet finished?) will be in T2 no matter what, I think that a change over to TDM might be... wow, while it's kinda scary, because it might fracture the community badly - and might even risk HI ever coming at all - it might instead have the effect of producing some serious content for TDM sooner than later, and might help convince people to "come over" to the dark side (as if that's necessary - it's perfectly possible to enjoy ALL the thief games at the same time - I do). From the look of Imperium that I've seen (and drooled - don't forget also that a lot of TDM members don't know anything about HI beyond being a watching fan), it'd be like suddenly having uber-mapping going on with the mod. There would also be contributions in art and design, which as we've all seen is quite impressive. Collecting, pooling, sharing ideas and... and stuff! is never a bad thing.
  8. Is there any reason why the training mission and its assets can't be part of the main mod tree, since it is a "built-in" mission, rather than in a separate PK4? Or does the mod only support missions packaged as individual FMs? I too discovered a couple of minor issues in the training map some months ago (typos in readables etc) but couldn't see an easy way to commit the changes.
  9. This raises the larger question...what standards do we use to decide which AI get released with 1.0? Do we release only characters that have been switched to the new skeleton? The builder priest and elite guard are not likely going to be converted in time, yet we have at least two maps (St. Lucia and Chalice, respectively) that use them. Do we switch those characters for something else to release (doesn't work well for St. Lucia)? All the A-Level characters on this list: http://forums.thedarkmod.com/index.php?showtopic=4712 will be ready, and maybe one or two from Level B.
  10. heXen

    Dark Mod.

    I have nothing against cutting edge graphics and I love it, but I don't like that people think bad graphics are a reason to forget games. But speaking of judging - usually a good game has cutting edge graphics anyway. Like Oblivion - tends to be great game and graphics, DooM 3 - good game and best engine; ahem, Heretic - one of the first games on DooM engine, good graphics and design, what's funny I never liked DooM for its dirtiness and bloodness. My childhood games still, but I never got a hang of DooM, maybe because I had both together, not just first DooM, then Heretic, then heXen, just a box with 50 games on it, I was 6 years old then... What am I talking about? Sorry, dosed of, I'm an overreacting fan of SotSR and can't stop talking about it. I'll check Thief out tomorrow, and if you don't mind I'll tell you the pros and cons I will find there, if it finishes downloading.
  11. I only did a few missions as examples, I did not have time to hunt down all the different translations that were done over time and fiddle with the script. My hope was that somebody else could do this... There are a few italian translations I have not yet done (MadsMountain I think was one, WinterHarvest another one) and there might be other translations out there that I do not know of. That is why the old way was so bad - everything was so disorganized and nobody really knew what to do or what had been done... I don't mind, at least this is easy and benefits everyone
  12. I have translated the training mission and Thief's Den to portuguese, but all I did was translate the text (replace the actual strings) and images (in Thief's Den case, manually editting), I dont think I even changed the original names of the files, not to break any links... I believe they are the ones listed on that server you posted? In this situation, if you play my translated missions, regardless of any language setting, you would get the portuguese texts right? I'll need to do it the right way when I have time... Either way, I have to get back to you Tels, I'm afraid we still have some work to do on the portuguese translation as I'm finding several things we need to improve/correct. Sorry man, youre having tons of work!
  13. Excellent! Gonna download this now - so the AI is the main improvement which we will see in already finished missions?
  14. Discussed here: http://forums.thedarkmod.com/index.php?s=&am...st&p=185202 I had a go at this and I can see it working quite well, with a bit of tweaking and possibly a few different "frequencies" of cloudiness for ambients of different sizes. With a proper map the varied brightness could give the impression of general soft shadows that are not linked with any particular geometry.
  15. Voting will always be subjective and arbitrary. Add your polls with that in mind and take the results with a grain of salt. There are no scores on the mission download page or the in-game downloader so I doubt anyone is getting put off of individual missions. Polls are for mappers to gauge opinion and to determine the results of friendly contests.
  16. A gui surface with mouse button on the keys would be difficult because some of the keys are higher. But the individual keys could certainly be frobable buttons that depress like real keys. And it would be trivial to make each key play the correct tone. The accuracy of the frob highlighting would be the biggest issue here if all the keys were to be pressable. I do remember a few games that had musical puzzles. But those always had only a few sound sources to make sure the puzzle is not too difficult. Therefore the best solution might be that only 5-8 keys of all the keys are pushable. The keys would be far enough from each other to make it easy to press them with the frob highlight. The key press sequence could be deciphered by a script, but I don't know how. I would probably make a logic machine like you've seen in my missions to pick up the correct tune.
  17. I deliberately don't vote on missions that I didn't enjoy - I feel horrible denigrating someone else's work since I do not map myself and can't give really useful advice about building a map better.
  18. thanks for the effort. It's nice to see new place for darkmod fms. btw. Darkmod logo looks not good without transparent in the missions page. Could you replace it with the attached file?
  19. I don't have a maya version of the file. If you want to load it in Maya you'll need to download a md5mesh converter. http://forums.thedarkmod.com/index.php?showt...l=md5mesh++maya
  20. Your last suggestion seems to be the best. An annual "top missions" vote. We just need an interface for it...
  21. I uploaded the thug last week: http://forums.thedarkmod.com/index.php?showtopic=9272 I'll upload the citywatch tonight.
  22. We seem to be answering this question a LOT lately. To answer it once more. No. I'll quote myself from ttlg.com http://ttlg.com/forums/showthread.php?t=88654&page=57
  23. I've uploaded new pre-release test versions of DarkRadiant, for both x64 and Win32 targets. There were some changes to load/save and prefab handling, that's why I'd rather test such a package internally before posting this in the public forums. Get the package here: Win32: http://www.bloodgate.com/mirrors/tdm/pub/d....10pre1.exe.zip Win64: http://www.bloodgate.com/mirrors/tdm/pub/d...re1.x64.exe.zip (Tels' server doesn't allow hosting exe installers, that's why I zipped them up.) Please test this in terms of map file handling robustness (save/load/import/region etc.) and report back if anything strange happens. Note to Win32 users: this is with the new GTK+ 2.14.5 binaries again, which are reported to cause problems on some systems. I'll try again anyway, maybe something was amiss the last time. So keep your eyes open for the "viewport lockup" issue as reported in the other thread.
  24. I found a quicksave command, \save_game in console, on a walkthrough site. Ill look for the environmental setting, the lack of fauna is a little disconcerting. I figured as I was buying the game that it would turn into a corridor crawl but I am desperate for some new video game action. I will have fun figuring out different ways to whack the AIs for a few weeks at least. I originally bought Ground Control II but the disk was fucked up, kept telling me its was a bootleg copy. It looked like a lot of fun and I enjoyed GC1 quite a bit. Im also a big fan of the Homeworld series, titantic space battles always get my heart thumping.
  25. It's the Dram's FTP: http://forums.thedarkmod.com/index.php?showt...st&p=178391 Username: darkmod Password: -TeamMember0- Greebo put his conversation video there too.
×
×
  • Create New...