Search the Community
Searched results for '/tags/forums/voice actors/' or tags 'forums/voice actors/q=/tags/forums/voice actors/&'.
-
I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (v1.0.2-release): https://drive.google.com/file/d/1HYvM_u56wDB16uIlb7qgS_q3P24V69MO/view?usp=sharing Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. For 'Hard' and 'Expert' the light gem sensitivity has been increased by '1' (meaning easier for AI to detect you). Screenshots:
- 100 replies
-
- 20
-
-
-
Fan Mission: Down by the Riverside, by Dragofer (2016/09/25)
Dragofer posted a topic in Fan Missions
http://i.imgur.com/CYPljmM.jpg The fisheries have had a bad year. Unemployed roam the streets and crowd the pubs. The merchants sleep with one eye open and keep a tight grip on their property amid the unrest. A thief, even a skilled thief like myself, has a hard time finding good, worthwhile work. I began looking for more... unusual tasks. I set my eyes on Thornton Hall, remote and cut off from the outside world. These outlying manors are difficult to find, let alone reach, but they're bound to hold precious trinkets and family heirlooms untouched by anyone. Not few are said to be haunted by one dreadful apparition or another. But it's common for the lords themselves to spread these rumours, to keep unwanted visitors away. This mission is in two parts. Once youre done with the first, on to the next. Changelog, v4, December 5th, 2024: Changelog, v3, December 14th, 2016: Changelog, v2.5, November 23rd, 2016: Changelog, v2, October 27th, 2016: Notes In response to a question about the relation of this mission to One Step Too Far: This mission started its life as a standalone mission for a Halloween contest, so it takes place in a different setting and begins with its own story. There is, however, a strong link thatll become apparent during the mission. From a mapping perspective it contains areas and ideas that I had originally intended for Of Brambles and Thorns, which is the bonafide sequel, but realised that they wouldn't have space there anymore. So this could be described as being neither sequel nor prequel, but certainly a part of the series that began with One Step Too Far. Solutions Part 1 Part 2 Credits Inspiration, Story: The Terrible Old Man by H.P. Lovecraft, a short story which leaves much to the imagination. Inspiration, Setting: Right Up There in the Mountains by Troutpack, a fan mission for Thief 2 which left its mark. Betatesters Round 1: Abusimplea, ankai, Ryan101, Oldjim, bikerdude Betatesters Round 2: nbohr1more, bikerdude, crowbars82, jaxa, dunedain19 Custom voice work: AndrosTheOxen, bikerdude, Goldwell Custom models: Atheran, epifire, Dragofer Custom paintings: Airship Ballet Custom AI path setup: Sotha Custom ambient tracks: gigagooga, spady, bottle_rocket_fx, dobroide, Dragofer, augustsandberg, bosk1, 01sound Custom sound effects: kyyrma, cgeffex, speedenza, cabro, joelaudio, robinhood76, klankbeeld, benjaminharveydesign, vate Subtitles: datiswous Bikerdude for not allowing me to stray from the highest standards and perfing troublesome spots John Atkinson Grimshaw, Ivan Aivazovsyk and William Bradford for paintings used in the briefings and loading screens- 145 replies
-
- 18
-
-
It has a name?! OK, so... Hmm... It ,might be an aiming thing after all. I'll consider that. Thank you! Does anyone have more suggestions for short missions? 30-90 minutes for inexperienced players, pretty looking and good ambient sound, city maze with some climbing (e.g. A New Job) and parkour is nice (but not a requirement), light on reading (but some is OK especially if not too long and it drives the story forward with clues), preferably not undead (maybe one is OK), voice acting like some inner monologue or in the intro cutscene or when eavesdropping is a nice touch.
-
Unfortunately, I don’t think this is possible—at least not with the way the mod is currently implemented. All the models and animations are tied to the “unarmed” weapon entity, not the player entity. In order to have the legs and the rest of the body, we would need to add the models and animations to the player entity and modify the source code to allow the body to be visible, kind of like how it's done here. I did initially try this method but realized that the existing model/animations are a bit of a mess and it would be a LOT of work to make it look good. Also, I chose to do it this way to allow the mod to be compatible with everything, since the script and def files for the "unarmed" entity aren’t modified by any FMs (as far as I know—I haven’t tested them all). I assumed that someone may have tweaked the player files for their FM, as those are far more relevant than the "unarmed" files (which are essentially blank in the vanilla game). If I had overwritten them, I’d risk breaking their mission. There has been some discussion in the forums about having full body awareness and there didn't seem to be a lot of interest in it. Plus, it could end up being immersion-breaking. Imagine standing on a small rope and then looking down, only to see your feet just kind of floating in midair.
-
Inspired by smell mechanic's post, I realized mechanical watcher can't hear sound/voice at all, so is it better to add sime kind of phased array microphone for acoustic source localization?
-
You are assuming way too much, and you're creating artificial pressure. Nobody in the public forums knows whether TDM team even considered including this feature in TDM core, regardless of its completion state or quality. Obviously you have right to have a personal opinion on the modification itself (which I think is cool too). Sorry for the offtopic here Jivo, you're doing great, and don't let this little side note distract you from your work
-
[Bug] On Launch, Distorted First Frame When AA
Daft Mugi replied to Daft Mugi's topic in TDM Tech Support
@stgatilov Even better news! The following commit fixed this issue regardless of r_tonemapOnlyGame3d setting. r10930 | stgatilov | 2025-01-25 | 7 lines Clear background during main menu. This fixes the issue e.g. with AT1: Lucy and tonemap disabled. The briefing there does not use any backgrounds, and no-clear policy results in HOM-like effects. Originally reported here: https://forums.thedarkmod.com/index.php?/topic/22635-beta-testing-213/#findComment-499723 -
How about AI voice generation using the already existing voices?
JackFarmer replied to STRUNK's topic in TDM Editors Guild
@thebigh @datiswous Are you interested? If so, then please be so kind and provide us with voice samples of yours. -
Check this reddit post - "AI Speech Synthesis for FMs"
demagogue replied to Hooded Lantern's topic in Fan Missions
Yes, if we did this we'd just have our own voice actors contribute their voice. The old way was concatenation. You have the voice actors say literally every possible phoneme and transition in English, and if possible in multiple ways apiece, and then the program knits them together. I think I read that can take more than 6 hours of recording. But I believe newer systems can take a good stretch of recorded speech from a person and generate the phonemes itself. That would be a great project for us if someone wants to take it on. There may also be some open source voice models out there at this point, but you'd have to make very sure they're consistent with our CC license. -
I still need a second NPC voice actor for my upcoming mission. It's about a person who is stuck in the level and will have all sorts of things to report over a loudspeaker system and who is between scared, desperate and hysterical but all with a funny undertone. So things like: "How could that have happened to me? Now, of all times, when I only have to fulfill another 35 months of my three-year contract! Any new or old volunteers here? Andros (Jonus Thorunsson, an Inventor) and Malasdair (The Thief) are already on board.
-
The time has finally come for me to release my 5th mission for The Dark Mod. This project started sometime around 2015-2016 (couldn't find any old files to confirm) with me starting poking on a city mission and for some time I built quite randomly without a plan. I expected I could plot a story later; You can never go wrong with a city section, eh? I had a hiatus and did other projects in my life with model painting and skydiving and mapping became more and more scarce. Now and then I felt an itch to map and some kind of responsibility towards the mod team to produce something, to provide and give something back, if you will. At the start of the pandemic I started building more focused on this misson, but still no exact goal on what I wanted to achieve. Finally I decided I wanted a mission where you follow a person and the mission continued to grow in a linear fashion. I am not the quickest mapper and have severe problems on how to imagine a scene without building it first. This means that I often have to redo scenes and lots of stuff gets unnecessarily built just to be removed later, hence the almost absurd build time (about 1900 hours all in all). Betatesting came about and I got very good tips and feedback and decided to redo a lot of the mission. This need for a rework could have killed my motivation but fortunately, as the map was designed, it only required a modest amount of work and the mission became so much better for it! Sometimes I believe I'm somewhat of the uncrowned king of missions with a bit more unusual and experimental playstyles and this mission also have some elements that isn't used that much. In contrast to some of my other missions though, this one isn't depending on any quirky meter or sun shining down on the player (Reap as you sow *cough*). As mentioned, it is a sprawling city mission with lots of exploring that I hope will satisfy you! So DeTeEff gives to you: Who Watches The Watcher? ver 1.0 https://drive.google.com/file/d/1YYoJJnxr2UbGxemTR-WoWmH64fbazusH/view?usp=sharing The night is creeping over Bridgeport. You squint in the street lights as you trot down the small alley to where you're about to meet your contact. As a man who straddles the line between lawful and outlaw, it's not often you have peaceful interactions with the City watch but as you're about to learn, this time they have more problems on their hands than to deal with petty thieves like yourself. You see the trademark silhouette of a City watch helmet approaching and you make a last take of your immediate surroundings, should you have to flee if things get awry. The guard presents himself as Albert and you listen carefully to his story and you quickly realise that you don't have much to fear from this man; The Citywatch has wrestled with some internal problems lately with missing reports and evidence that disappear. Albert strongly believes they have a mole on the inside that works for the Greynard RoughBoys; a band of ruthless thugs that doesn't hesitate to maim anyone who oppose them. You learn that he thinks the mole is no other than a Sergeant named Clerwick. Your mission will be to find this man, and collect intelligence on his doings for the night. And as it is payday, you should of course also help the inhabitants to carry some of their heavy purses. Mission type: Creepy elements? Undead? Spiders? Thanks to: My wonderful girlfriend who endures my constant talking about mapping and for helping me with readables and story design and some voice lines. Dragofer - Scripting help Springheel - All those modules Sotha - Hangman model Henrik Swenson for providing some ambients Digiffects Sound Library for some custom sound bites Betatesters: Acolytesix Datiswous Duzenko Jaxa Mezla Nort Prjames Shadow Thebigh Wellingtoncrab Wesp5 And a big thank you to the community for keeping the mod alive! I hope I haven't forgotten anyone... Known bugs: -The AI in TDM is inaccurate in some ways. They will sometimes behave strangely when returning to their original routes after being alerted, like sitting on chairs in weird ways or turning in places, especially if they meet another AI in narrow places. I have done my best to adjust these weird behaviours but with the complexity of everything that's going on and the player making different desicions/noise, it's probably impossible to adjust for everything. I believe I have ironed out the last wrinkles I can, with respect to my knowledge/skills. -Frobbing out of boxes/chests/drawers has always been a pain but I think this is largely an error within the code and how frobing works as the frob highlight wants to lock onto the box itself and not its contents. -There seems to be some kind of bug with the skybox, especially in places where there is water reflections present; The Sky/water volume switch between an opaque variant to a more translucent one. Neither is straight up ugly, but it's jarring to see the sky switch (as it seems randomly). I don't know what is causing this, and I have decided to let this one pass (if any players knows what is causing this, please let me know so can I squash this annoying bug. PLEASE POST ANY QUESTIONS/SPOILERS IN SPOILER BRACKETS
- 107 replies
-
- 21
-
-
-
In pursuit of a long-sought secret, the key to life everlasting lies deep within the recesses of an ancient athenaeum. Dragofer, Bikerdude, and I proudly present our FM for the Christmas Connections Contest titled "Written in Stone." Notes - TDM 2.10 Beta 5 or later is REQUIRED to play this mission. However, it is recommended to play using 2.10 Beta 6. You can get the latest version here. - This FM is a sequel to The Elixir. While it is not vital to play that before playing Written in Stone, there are some story connections. - This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines by disabling certain features. - Various areas will look better with shadow maps enabled at the possible expense of performance. - This FM implements the func_peek mechanic, allowing players to peek through any door that has a keyhole on it by leaning forward. PLEASE NOTE: This function has been known to cause crashes for a small number of players in the past, likely due to using the 32-bit version of TDM. At no point in this mission is it required to use the func_peek mechanic; it is purely optional, so feel free not to use it. As an entry in the 2.10 Christmas Connections Contest, the new features and assets used by this FM are: Download Version 1.1 This FM is available for download here: Google Drive Simply place the written.pk4 into your darkmod/fms folder and you're ready to go! Promotional Screenshots (via ThiefGuild) Credits A big thanks goes out to Wellingtoncrab for making a beautiful city map, Narrator for their wonderful voice work, nbohr1more for creating the original story premise as well as a few readables, Goldwell for animating the introduction to our briefing video and Duzenko for making certain glasses work as well as they do! A huge thank you also goes out to our beta testers: Goldwell, Wellingtoncrab, Kingsal, noodles, Krilmar, Garrett(Monolyth-42) ate0ate, and Mike_A. Thank you all very much for your keen eye to detail and great insights! Asset Credits Kingsal's Killer Assets Wellingtoncrab's Wonderful Furniture and Book Skins ***PLAYERS BEWARE*** SPOILERS lurk in the depths below. We strongly recommend playing this FM first so you don't spoil the fun for yourself!
- 177 replies
-
- 17
-
-
From BSP To ESP – How S3ctor Abused Quake Editors to Redefine the Morrowind Modding Experience https://openmw.org/2024/from-bsp-to-esp-how-s3ctor-abused-quake-editors-to-redefine-the-morrowind-modding-experience/ https://github.com/cdb-boop/Space-Quest-V-Voice-Acting-Mod another informative article https://danluu.com/input-lag/
-
The subtitles of The Wench vocal set are now available for eventual incorporation into TDM Two versions, created earlier in the year, are released today with just-revised names. The first (created on Apr 21) was fully QA tested under April's 2.12dev: testSubtitlesWenchOriginal.pk4 But it was noticed at the time that some of the voice clips do not correspond well with their TDM event categorizations. So, the second testSubtitlesWench version (created on Apr 24) is designed to be used with corrected voice clip names and categorizations, as detailed in bugtracker 6284. It was hoped that this bug report could be addressed in a timely way, so that this patched version could also be given final testing. But waited long enough; released now without final testing: testSubtitlesWenchPatched.pk4 CAUTION: If you run this version with current 2.12dev and step through the subtitles, at some point it will fail with a console error. It will only fully succeed with a future 2.12dev with bugtracker 6284 changes incorporated. EDIT: Since this was posted, progress has occurred on 6284. The result is reportedly a bit at odds with "Patched". Expect a 3rd, fully-aligned version of testSubtitlesWench to be forthcoming. About The Wench The Wench character is described as "uneducated, saucy and bold. The wench has been around the block; she is confident and flirty." She is further characterized in the wiki as "a low-class woman with something of a foul mouth". This vocal set comes with slightly different versions for soft-spoken women and "barmaids, whores, and female thieves". Statistics Original: In file fm_root.subs there are 535 inlines, including: 50 with an explicit linebreak, intending 2 lines 485 without Patched: In file fm_root.subs there are 533 inlines, including: 48 with an explicit linebreak, intending 2 lines 485 without None of these needed explicit duration extensions. For both original and patched, there are 20 SRTs, including: 19 with 2 messages 1 with 3 messages Of the 41 total SRT messages, there are: 13 with an explicit linebreak, intending 2 lines 28 without In all, in this vocal set, there are: Original: 555 voice clips with subtitles, showing 576 messages. Patched: 553 voice clips with subtitles, showing 574 messages. Corresponding Excel Spreadsheet WenchOriginalSubtitles.xlsx This spreadsheet was organized with an early "v1" barks template.
-
So, Iris is a mission that I remember taking a gander at when it came out, and I was amazed cuz back then we had TDM 2.1, a major version with new support for Volumetric Lights, the other mission was Hazard Pay. Both of these missions, the best I remember is...I've got a new amazing PC, I wanted to try it already, but first I had to tweak it a bit and test it out, which I'm glad I did because I noticed it had issues with the RAM BIOS, an easy fix though. And now finally after about 2 years later, I could give Iris a try. I have only two regrets and it's the same as in "Seeking Lady Leicester", the disgustingly annoying severe dry eye and the fact it's not cold enough in my place EVEN FOR THIS BLOODY MONTH. I actually regret that so much, but either way, I have 0 regrets in playing this mission and enjoying it so much that I had a non-obligatory compromise on one of the days I was playing it. This mission just has everything I love about TDM, Wellingtoncrab set himself to experiment with what he got and the idea was to make a sandbox-ish city you can explore, with a "quarantined quarter" also to explore. Both places are unique, beautiful in their way, you can even see some history between both. The volumetric lights, the custom colour adjustment, the use of somewhat glowy blue fog to indicate windows you can get into, the "bipolarity" (heh, you know what I mean) of the NPCs...There's just way too much to talk about! There are so many things I remember and a lot of them are so perfectly fit with Thief, my top favourite are the "Surprise Scary" parts, which I will mention in spoilers: Red Rook is such a beautiful place despite the fact it's originally a fortress, there are so many places to visit. Sure, most of them are of low class, derelict and so on, but hey, 451 Courtyard sure is nice! Also it's ironic how the combination lock for the Courtyard is very straightforward, I've basically already mentioned just four paragraphs back I have some peculiar questions though, be mindful that I haven't yet read the many collectible books in this mission, I will do so today in the night, but for now... I have also indeed finished the mission, but I am not satisfied, I think there is more to it. I have got all the 4 secrets after I've got back home with all missions done, now I am trying to do everything, such as burglaring Percy and Calvin. There are some hints I would like you to give me: Absolutely wonderful mission where I will get to play it again, just to read all the books I've collected so I learn the story better, as well as hopefully find all the secrets, mementons and so on. I rate it 5/5, it's PERFECT. It also seems to be Wellingtoncrab's first mission, first time, you did excellent, my friend! I really absolutely hope to see more missions from you, as great as these, the one where it's set in daytime was actually fantastic despite being short. The Dark Mod is just a miracle that keeps giving, I always do this and I will do it now again; I would like to give big thanks to everyone involved in this game, the graphics, the level editing, the improvements, the new shaders, the lore, the story, the voice acting, even all the mundane things that can be done! TDM is truly a worthy spiritual successor of what a "miracle" by itself Thief was. Thank you, past and present, as well as present and future. Thank you for making Wellingtoncrab make such an amazing mission, same for everyone who made "Seeking Lady Leicester".
-
How about AI voice generation using the already existing voices?
datiswous replied to STRUNK's topic in TDM Editors Guild
I think you would have to ask the original voicers for their aproval to use their voice and many will probably say no. -
How about AI voice generation using the already existing voices?
STRUNK replied to STRUNK's topic in TDM Editors Guild
Well .. making "models" for 1 NPC, splitting it in normal, soft and loud, in tortoise TTS takes me 3 days and produces 3 1.6 Gb models. It's just too much. Besides that, tortoise TTS with all the NPC voice models could be hosted for instance on discord, but one should have a dedicated high spec computer running 24/7 to make it available for everyone at any time. So that is kinda not realistic : P A friend of mine has made a Discord bot that runs LLM's from her own pc, and she can also run stable diffusion/sdxl and probably also TTS. I think she wouldn't mind sharing her discord bot/app code if someone is really intrested to use it for this purpose. -
[2.13] Interaction groups in materials: new behavior
stgatilov replied to stgatilov's topic in TDM Editors Guild
Moved this topic from development forums, since it covers a potentially important behavior change in 2.13. Luckily, its important is countered by the rarity of such complicated materials. I hope that this change has not broken existing materials. And even if it had broken any, we will be able to fix them manually... -
Not sure about RE2 and RE3 (it's been a long time since I played them...), but, Resident Evil 1 has real actors in the FMVs, yes. They give a real B movie vibe.
-
Quite the challenge in the title, right ? Well, as long as it is not difficult to implement into the base game, I think we should finally resolve this particular collection of missing assets. In recent years, I've come across several FM makers clamouring for being able to make an FM with a female thief protagonist for a change. If we find someone willing to do the female player vocal set, I think it should be someone who can affect a voice that sounds neither too youthful or too old. That's, IMHO, key. The player character's male vocal set already sounds like it could belong to any deeper-voiced guy between 20 and 50. I have started this new thread in order to finally organise an effort to create a female vocal set. That's one of the few stumbling blocks left for more original protag creation, IMHO. Some three, maybe even four years ago, Lavender took a brave stab at this - if memory serves me right, she actually finished her recordings for the entire PC vocal set, they just weren't processed and suitable yet for publication. However, as Lavender has left the forums, we're basically back to square one. I think we should look into contacting the female voice actors we already have here on the forums and doing an assessment of their voice acting samples. There's got to be at least two ladies with an appropriate voice range for the female vocal set. I think women voice actors in their 30s, with a wide enough voice range, would definitely suffice for what is needed in that vocal set. Bear in mind that the entire vocal set is actually non-verbal, so there is no need to articulate anything. The whole set consists of a voice doing sighs, or noises during physical exertion (e.g. climbing, lifting), and so on and so forth. Though there are dozens of these purely vocal "lines", it's not that long a list, so the vocal set can be completed in a fairly short amount of time. The selected voice actor could do the whole thing in a day or two (or several days), we could then filter through the various takes, select the best ones, have our sound guys help with cleaning up any audio issues, and we could then work on implementing the whole thing as an alternate vocal set. It would be a really nice (if relatively minor) addition for 2.08. Particularly for mission builders. I'd like to hear everyone else's thoughts on how we should proceed, who can provide oversight for the effort, and so on. Wikilink to our voice actor article: http://wiki.thedarkmod.com/index.php?title=Voice_actors Wikilink to our article on the script for the player vocal set: http://wiki.thedarkmod.com/index.php?title=Vocal_script:_Player
- 80 replies
-
- 5
-
-
- vocal set
- player character
- (and 5 more)
-
If I recall correctly, the games with the real actors videos?
-
It's easy to imagine how #1 can be solved fairly: When the player or an enemy AI shoot an armed AI, the AI that was hit should be given a random destination near the attacker to run to. The further the player is from the target, the larger the radius around the player in which a random node may be picked; If you're far away the virtual sphere should be large, meaning AI may run to a room or passage near you but still in your general direction . This new behavior should be influenced by AI acuity and difficulty settings though I'm not sure which ones... also toggled by one, for those who prefer the old way and abusing clueless guards as they wonder what force of the universe must be hitting them. By the way, and I just realized this now: The problem doesn't only affect attacks, but also spotting the player before attacking. Think of the last time a guard standing outside spotted you on a balcony before you hid, enough to draw their swords and start searching but not attack you outright; The guard was alerted by something in a building, yet he draws his sword to search the area near him. If I'm standing outside and think I see a burglar in my house through the window, I'm going to go near my home if I plan to confront the possible intruder, not start looking around the road next to me and say "I know you're here somewhere" which would imply I have a serious problem Main reason I mention #2 is when I helped with transcribing the subtitles for the drunk voice, I noticed there are voice lines for AI returning with an ally. Two in fact: If the player is still there the AI has a voice line for telling the other person "that's the one let's get him", if the player hid there are lines such as "you were too slow now he got away". Those voices in particular are never played, or at least I don't remember ever hearing them in all those years: It occurred to me while I wrote this post that they're likely designed for a mechanic that was never implemented... or was but broke very long ago? Curious what its history is.
-
How about AI voice generation using the already existing voices?
datiswous replied to STRUNK's topic in TDM Editors Guild
I was actually already thinking about trying voicing for tdm, but maybe cloning my voice is more interesting. -
Here we have another amazing mission by...Weren't you called Fieldmedic before? You've made a great horror-ish fan mission once, I remember something like that...Huh, well anyway. As per usual from you, Mr. Moose, it's so complex and that's what makes it great. - Amazing graphics, I really enjoy when the thunder hits to light the place up, the volumetric light is to die for. Literally, even, since these people can see you from that flash, hah! - Very well done layout, it is very tight and there's no corners but for a huge flying ship you must make expenses anyway. - I LOVE the idea of all passengers having keys, it means I can lock them in their own rooms, thereby not interrupting my thieving! - However, the gameplay is still EXCRUCIATINGLY FRUSTRATING at times. There's always more than 3 AI ready to corner you, making you have to load another save. Pray that you make saves constantly and not just quicksaves. Also, if that isn't enough... So, anyway, after all the intense mental pain, I just "surrendered" and got myself caught up, all I wanted to do is get out of there with the parachute, which I did. This really is a great mission, I love it, the fact there's two more playstyles adds to the replayability and that's great. In short; this is another Fieldmedic--I mean, DeTeEff, mission that's complex, amazing and totally worth playing. Just be patient, I tried and I reaped great rewards. P.S. I've rather enjoyed the recorded messages playing on the megaphone, she has a very pleasant voice!