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  1. The scale of this mission was refreshing to me. I adds a different flavor. I'm probably a bad judge here (again) because I like some of that zen feeling of exploring and contemplating these spaces as a form of entertainment in of itself. (Just like I enjoyed some of the aimless wandering in Winter Harvest.) I agree, however, that more threats could have been placed. Some of the lifeless areas should be left alone so that pacing is measured out appropriate to the mission progress. I was on edge expecting some action to show-up in areas that hinted it and that was a nice mood element as well even if the action never came. I'm sure a brutally relentless "Sotha Style" version of this mission where patrols and moving light sources keep you moving and thinking at all times would be cool too... but I like this flavor for it's own sake. (Ironically Biker, who has had more exploratory and less confrontational missions in the past, was a big motivator to increase the patrols and dynamics in this mission.). Contrary to expectation, I was VERY happy to have such large spaces perform as well as they do. With regard to the key:
  2. Adding this to the wiki and removed the entry from the upcoming missions wiki. Can we put you down for another?
  3. fllood

    Forums down

    Good move greebo! Please check: Build Missions http://wp.thedarkmod...ission-authors/ The requested URL /mission-authors/ was not found on this server.
  4. Will do :-) Also some of the images on the media page are low res/blocky so do crisp version of those as well.. In fact all of the missions need more screenshots, so will do a load of them as well.
  5. Yes and no, some of the large missions are making Doom3 get close to its internal 1.2GB limit in some instances. In any event I consider it good working practice to apply this patch to any application/game/program that starts using 1Gb during normal operation. Applying the patch doesn't come with any adverse effects, only positives. This is why I am suggesting at every instance, I have been using this patch on other apps I use.
  6. Ended last week. In my opinion, is one of the best games of the year. I say this not because I'm a fanboy of Crysis 1 / 2, call of duty, consoles are better than PCs ... etc. In fact, I consider myself a hardcore PC gamer. Given also that a deus ex is still the best game I've ever played / finished (four times). One thing is certain: human revolution deus ex has NOTHING to do with the previous deus ex. I swear that I tried in every way to find flaws in this game, but it was really difficult. I never bored from first to last minute of the game, and this was surprising. Then, deus ex 3 is a game to be played almost entirely with stealth. You can see from miles that deus ex 3 = Thief. So, probably, who has played Call of Duty style, will be disappointed. All elements of the game suggest that it is highly preferable the stealth. The enemies kill you in 2 seconds. Stunning people get 3 / 5 times more experience points, there are a lot of roads to get to the same zone, the game is easier with stealth, etc. .... Such as graphics and sound there is little to say. Really well done (played in DirectX 11 to the maximum detail. ) I admit that the story is not told well. It is also lower than the first deus ex as complexity, but for those like me who has been able to understand it all can be considered "good." Then there is the loading problem. In my case it put "only" 7 seconds, but other people have talked about 15-20 seconds. : / But how do you say that a game that lasts 30 hours is short? it is normal that if one plays ONLY the main missions the game last half of time. then I read over too easy. It depends, if you play with stealth maybe. Difficult if you play at Rambo mode. In summary, if you just want the sequel to deus ex 1 / 2, then 3 deus ex is not the right way. If you want a fps like crysis 2 / cod forget deus ex 3. Deus Ex 3 is simply a stealth disguised as role-playing game. In short, for me, there is a full 9.
  7. I don't think it's nailed down yet, I'd say whatever arrangement caused the following image (in springheel's post) http://forums.thedarkmod.com/index.php?s=&am...st&p=179369 would be the one to go with, since it seems just 90 degrees off, which is what you showed in your screenshot. How many heads are there? When I changed the rig, for some reason, exporting the weight maps and re-importing them didn't seem to work this time, although it did last time. If we decide there are too many heads to change then we need some way of modifying the skeleton without having to manually weight the mesh verts back on again.
  8. Yes & No It's how Maya handles angles & orientations. When you look at a joint in Maya, the attribute editor shows Transform Attributes in the upper area of the editor & I assume that info for animation. Below that is the Joint area with "Joint Orient" values & I assume that's for the default rotations. Those are the values I had to match in order to get the copy_joint thing to work. I posted pics of the attribute editor here: http://forums.thedarkmod.com/index.php?s=&am...st&p=182433
  9. Also. Thanks I look forward to making more missions. I'm already a few days into a new one... I'm thinking city>forest>pagans... a little adventure.
  10. NOT CANADIAN ALSO NOT A FAN OF ELTON JOHN just registering my support, NH
  11. Yet another thread about progress or the lack thereof. Models listed are at least started. Builder Guard As taken from Springheels thread. - clipping of legs through armour when walking (in progress) - hand texture needs modifying - hand size is rather small (in progress) - walk animation is borrowed from proguard so reposition sword bone so it doesn't go on the hip. walk animation is no longer going in circles but now he wanders & changes direction randomly City Watch - rigging touchups (messed up mesh, detached triangles, where the chain mail material is applied FIXED) - more mesh to the neck - fix idle & other animations. The arms & hands clip through body. - cvs commit - figure out why head is showing as black box - separate mesh where chainmail material should go - has mitten hands & head detached City Watch Elite - figure out why head is showing as black box (bb-head) Stupid mistake. I had an older, conflicting def file using the same head mesh - may need to add more mesh to the neck on the main body after fixing bb-head. - update on cvs - has mitten hands & head detached Proguard - resized - detach head - mitten hands - delete weapon from mesh Thief - rigging tweaks may need more tweaks but it's good for now - mitten hands - detached head General - spinning"helicopter" AI (walking animation problems) - WIP (borrowed from proguard) http://forums.thedarkmod.com/index.php?showtopic=3916&hl= - fix head meshes to better fit bodies.
  12. duc

    Crossbow?

    A potential solution to the problem that Oddity raises would be 'karmic balance'; particular actions become ethical, unethical or neutral so that how you completed the mission affected things throughout the campaign and would give something to aim for overall. Oddity could ghost through aiming for a special ‘Saintly’ ending, conversely people who slaughtered all the servants in an early mission might find the number of guards and their alertness level doubled in the next because of the ‘serial killer’ on the loose. Gameplay becomes deeper as each death/knockout would count in the larger scheme of things e.g. you misbehaved before so you could try and step lightly to let the unrest calm down. Further to this idea the difficulty level could skew the weighting system making it possible to play on easy and not worry too much about each guard but on hard the consequences of killing have to be considered. I am not arguing for limiting fan mission options, just suggesting a mechanism for the Dark Mod campaign that has more appeal to me than 'no weapons ever' or an arbitrary mission goal. I realise that its a pretty extreme thing to balance in terms of gameplay and probably too resource expensive - but I can day dream right?
  13. Hmmm. Team 1 would prefer limited tools to work with so that it aids their preference of playstyle. Team 2 doesn't want to be forced into any form of playstyle through limitation. Both of these options are available to both Team 1 and Team 2 through the toolset. Wow, isn't that neat? It's up to the FM author to decide. Yes, that means that not every fan mission will meet one teams specific desires. Boo hoo. I'm sorry if this sounds condescending folks, but this kind of selfish bickering really pisses me off. There is still a lot of work to be done and the toolset you get will be far more flexible than any of the previous editors, so I don't think we have to worry if we don't make it exactly how one team wants it over the other. Please, learn how to share the sand box. Ok?
  14. I definitely noticed this in The Heart of Lone Salvation, The Alchemist and No Honor Among Thieves (part 1). In Heart that would have been gamebreaking, if the no-alert objective hadn't been optional. Quite a serious bug imho, because it just renders all the effort you take to hide bodies useless after a couple of save/reloads. The effect sometimes is far from miniscule, e.g. in The Alchimist I very early blackjacked the Innkeeper near the starting point and hid the body in his backroom. When I came back to the starting point to finish the mission, he was right in the middle of the street, curled up to a ball (at least 10 metres from his initial pos). If you still need saves, I'm sure I can dig up a couple, including several hard saves of the aforementioned missions. May be useful to check on how the translation progressed over playtime.
  15. I'm a Lovecraft fan, though his stories get a bit samey after a while. Woo fish things from Yuggoth shall insidiously ape thee, etc...
  16. You need to set your folder options to show common file types. I think, however, that you might get past this issue by: 1) Delete the PK4 and Siege Shop folders from the FMS folder in TDM and the Doom 3 base install folder 2) Uninstall any current mission 3) Delete any name left in the "current fm" config file 4) Copy the SiegeShop.zip file into your darkmod/fms folder 5) Start TDM and check new missions If the mission still doesn't show, close TDM then re-open and see if it shows in the listing.
  17. Welcome, Seuchensoldat! It is good to know people have been inspired by the speedbuilding thread. That's some good work there already - convoluted, complex and dark. You do not necessarily need much more detail than that. The scene looks good, and if you keep that up for the rest of the level, you should be completely fine. By the way, do you have any released Dromed missions? I tried looking you up on Thiefmissions, but didn't get any hits. Or did you work under a different name?
  18. When I said "Thief 4," I didn't mean a commercial version - that would be absurd, and would draw the legions of hell down on all our heads. However, I didn't realise that doing a fan campaign continuing the story would do the same. Likewise, I'm not suggesting that TDM be driven towards Thief 4 or Thief style - it's evident that it has the capability to produce something both quite Thief-like and quite different, and that a Thief 4 could be made nearly regardless of how the development goes. I guess I'm just not cynical enough about Eidos' IP.
  19. Diego

    Rage

    I don't see how can anyone be disappointed with this game.. Really, does anyone expects anything other than a plain shooter to showcase the engine? And people who enjoy shooters have to agree that it's hard to miss the target on this genre! maybe I'm not the one to talk, since I rarely like shooters, but sounds like a simple formula. You have a large variety of weapons and enemies, everything looks nice, enemies die in several nice ways, you have missions, you have open world etc.
  20. Done now: http://forums.thedarkmod.com/index.php?s=&am...st&p=181979
  21. squill got back to me in email and said yes, that is what we should do. Judging from Springheel's pic http://forums.thedarkmod.com/index.php?s=&am...st&p=179369 looks like the head needs to be rotated forward 90 degrees.
  22. Are you talking about this? The texture in question is just the scrollwork. The brown bricks behind it are a different texture: http://forums.thedarkmod.com/index.php?act=A...ost&id=3224 But that's undoubtedly not what you're talking about, especially not after all your crumb experimentation... like I said I'm probably not sure what you're asking. Edit: Anyway, considering you're saying you're doing scaling in the editor, and getting results like the first photo in this post, that's fantastic!
  23. My two cents: We've seen plenty of city missions thus far, but not so many mansions as of late.
  24. @Siyah Hey! We all recycle each others' ideas anyway. Don't feel bad. And please, if you like the idea "GO WITH IT" and make it happen. Your idea for a gantlet will likely be wildly different from another author's idea. Don't let the superficial similarities get you down. Even if we have hundreds of city missions, folks will enjoy each minor variation. Don't feel trapped to come-up with the most original thing in the universe. We all inherit our ideas and even the wildest weirdest mission will come from somewhere...
  25. Congrats on the release Pranqster! I'm on holiday the week after Halloween so I'm going to wait until then before I play any Halloween contest entrys. The clocks go back aswell so it will be dark and perfect for turning the lights out and playing tdm missions in the candle light. Creating the right environment to play TDM really enhances the atmosphere. Your screenies look V creepy.
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