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  1. If I remember correctly: It is a city mission where you are supposed to infiltrate a thieves/gang hideout and do something in the thief/gang boss luxurious apartment. In this mission you could go through/along area of water-way with little boats - you could move to either bank (it was not wide water). This is when you are making your way through the city toward the hideout. The hideout does first consist of exterior where guards are patrolling in the open. Maybe there is some water between them, and they are walking on ramps, alongside walls. The hideout interior begins in a cellar or a jail-alike area. Or I did at least first go there. Might be multiple approaches from the hideout exterior. It was a nicely designed mission. Not short. Maybe medium or between medium and large.
  2. The Transaction is a small/medium sized map in which aspiring thief Thomas Porter delivers the cryptic book, 'De Vermis Mysteriis' to a bookstore owner named Victor de Grenefeld. It is the fourth mission in the Thomas Porter series, continuing from where The Glenham Tower ended. The mission was created by me, Sotha and I wish to thank BrokenArts, Melan and Ocn for playtesting and Bikerdude, BrokenArts and Ocn for voiceacting. An enormous thanks goes also to the fine people who created TDM and are still working hard, bringing it ever closer to perfection. Thanks also to the community for helping with my mapping efforts. Extra thanks to freesound.org -contributors who make excellent quality sound effects available for free. Trailer (thanks to ocn!) http://www.youtube.com/watch?v=EBdEsKoqWl4 Briefing: Ah, the town of Glenham. I never really thought I would be happy to see its shabby wooden miner dwellings, but after the nightmares of the Glenham Tower I'm happy to see any kind of civilization. During my return trip from the tower the ghostly mist veil transformed into an intense thunderstorm and heavy rain. My clothes are soaked and I'm dreadfully tired of the harsh tribulations of the past few days. My task for tonight is simple. All I have to do is to get the strange and incomprehensible book I obtained from the tower, 'De Vermis Mysteriis,' to the bookstore owner Victor de Grenefeld. And more importantly collect the hefty sum the bookstore owner promised to pay me. With that kind of sum I can sit back and relax for a while. I'd better stay in good terms with my customer and not steal from him. I have the hunch that de Grenefeld is a well connected man so staying on his good side might be beneficial for me in the future: maybe they'll need a skilled adventurer like me and I could turn legitimate. I could earn my keep and I wouldn't need to constantly hide from the city watch. At any rate, I've got it all planned out for the remainder of the night. I'll visit the bookstore, drop the book to de Grenefeld and collect my fee. After that I'd better hide in the basement of an abandoned building I've spotted near the town north gate and get some well deserved rest. I don't think the city watch would think a cloaked and armed person like me would be on honorable business in a stormy weather like this so it would be wise to avoid all confrontation with the guards. I do not need any misunderstadings with the city watch right now. The undead horrors in the Tower forced me to expend most of my tools and I desperately need more equipment if I intend to continue my budding adventuring career. I should get some extra gold for new gear and maybe a few holy water potions just in case. There is a Builder church nearby where I might be able to find some. I suspect those fanatics might have gold hidden there as well.. It is time to move in the town and get the things done quickly. Somehow I have a bad feeling about all this. It's probably nothing, probably I am just jumpy because of the horrors in the Tower and sleep deprivation. Tomorrow I'll sleep long, relax and eat well. UPDATED LINK: Use the ingame downloader to get it. Bikerdude was added in the author, I forgot him. No other chages. Could The Powers That Be make sure that this version ends up in the ingame downloader? Thanks! Known bugs: One betatester experienced an error ("ERROR: Failed to spawn player as 'atdm:player_thief'"), which drops the player back to main menu upon map load. If you experience this scenario, please turn EAX off in the options menu. That cleared the problem for the tester. Warning! There is ALWAYS someone who fails to use spoiler tags appropriately. I recommend you read this thread further only after playing the mission! Avoid spoilers.
  3. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  4. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
  5. Good evening all! So that time comes around again when the weekend is but a memory and the day job continues in but a few hours... ...perfect time for thinking of new ideas when you've run out of water arrows, but the torch is right next to you! How about heading back to the kitchen and grabbing a tankard, but the sink is empty and the tap is borked! Head outside to the fountain and scoop up some water... don't run back though or you might spill it everywhere! Careful you don't burn yourself! [insert water graphics here!] Other thinking for this situation was some kind of soaking wet cloth that contains 1 use. The cloth could be dunked in a water source, perhaps carried in some kind of leather pouch. The cloth can be shlomped or flung over a burning torch. This would extinguish the torch, but if not removed before a guard goes to relight the torch, he'll find a soaking cloth over the top... "Hey! I... I think we got a taffer in the building lads!" This concludes this episode of "Late night random thoughts", good night everyone! Edited due to borked images
  6. A@datiswous Ah yeah, well sorry, I was quiet busy and only visiting discord. First time here on the forums since months now I think.. Thank you for the subtitles. I encourage everyone who is interested in using them to download it from here as I'm not sure when I'll be able to implement them myself into the mission. Again, thank you for your work.
  7. Mabey they have. I've yet to see ANY Guild themed facilities - at all, in any mission for TDM. Case on point, Many-a-map is themed around; Ancient Multi-Hundred year old Castles - (no plumbing evident of ANY kind). brick Industrial Warehouses, City back-alleyways... rediscovered Ruins, often below a Church/Temple/Mausoleum/Graveyard... huge old Mansions - rarely even updated to TOWN-GAS Lamp lighting, let alone 'modern' plumbing... This does leave out; Civil Service offices Watch Stations / Prisons High-class Merchant shops & stores Multi-Tenant Apartment / Hospital / Hotel (ect...) Factory / Office buildings The 'modern' design we are all familiar with was only perfected by 1877. Yet the 1st version was patented in 1778~ (ish). So here's a old plumbing catalogue page from 1884. Will anyone model & skin a Water-closet I wonder?
  8. Hi, In my opinion TDM does very well in the audio department therefore congratulations to the developers, modders, sound producers and editors. Thanks for your great work. I may have some remarks about how some sounds are implemented but I am talking about the actual sound files here. I noticed some missions alter footsteps and other core sounds and I appreciate the effort for a change although it is arguable whether a particular sound is an improvement or not since, I guess, it is a matter of taste. The only sounds I could never get used to and make me cringe every time are the footsteps on water. I don't know if my eardrums are fubar or what but you won't hear me often saying: I hate the core footsteps on water. Luckily, member SeriousToni came to my rescue. I downloaded his Footstep Update V3 (you can find the link below), borrowed the following water sounds: sound\sfx\movement\footsteps\player\water_jump_land01.ogg sound\sfx\movement\footsteps\player\water_jump_land02.ogg sound\sfx\movement\footsteps\player\water_jump_land03.ogg sound\sfx\movement\footsteps\player\water_jump_land04.ogg sound\sfx\movement\footsteps\player\water_run01.ogg sound\sfx\movement\footsteps\player\water_run02.ogg sound\sfx\movement\footsteps\player\water_run03.ogg sound\sfx\movement\footsteps\player\water_run04.ogg sound\sfx\movement\footsteps\player\water_run05.ogg sound\sfx\movement\footsteps\player\water_walk01.ogg sound\sfx\movement\footsteps\player\water_walk02.ogg sound\sfx\movement\footsteps\player\water_walk03.ogg sound\sfx\movement\footsteps\player\water_walk04.ogg sound\sfx\movement\footsteps\player\water_walk05.ogg And oh boy, what a difference. Thanks for sharing your sound mod, @SeriousToni!
  9. I think it is a good idea! Our ingame mission downloader and mission view has long been subject of multiple improvement suggestions. Due to the sheer mass of missions that have been released in the last 15 years, things got really cluttered and especially newcomers will have a hard time finding what they want. However, improving the ingame guis is quite a task, so a web-based application might really suit this scenario well. Maybe we could even add a linke to it from our ingame menus, so user can access it quicker. Some more things to think about Would users be able to add custom tags and downvote / upvote certain tags, much like the system of Steam? This would also allow to add tags like "beautiful", or "difficult". Actually, the more users can contribute to this system, the better, because it will be automatically maintained then. The browser should also contain a flag for whether the FM belongs to a connected series of FMs or not and have the capability to go to the previous or next FM in that series. There should also be a flag for fully fledges campaigns. Some might like a flag whether or not an FM is "ghostable".
  10. Watching the video, it seems like the problem stems more from savescumming than headshots. He failed several times, missed a ton, and only was able to do it because he kept reloading. Restrictions are important, but you have to consider whether a restriction or a tradeoff works better. The way broadhead arrows work now is balanced through a tradeoff, and is actually more elegant than your proposed melty arrows. Broadhead arrows can take down guards from a distance, but it kills them and produces a bloodstain. You need to use a water arrow to erase the bloodstain and you need to walk to the body to move it. In other words, it's a long distance take down with the tradeoff of making a bigger mess than a blackjack. Not to mention that the longer the distance, the harder it is to pull off. Killing in general is a tradeoff in a similar manner. If you kill someone in a lit area, then you might need to use a water arrow, resulting in you able to douse one less torch. Your melty arrows just add another consumable on top of a system that already has you use a consumable to clean up afterwards. It's redundant. I really like the killing mechanics in TDM and wish there were more missions that took advantage of them. I've wanted to make an assassination mission that would make the most out of the dynamic between water arrows and killing, but I've just never gotten the time to learn dark radiant and make it.
  11. So I spent two evenings trying to make good water surface using whatever capacity Doom 3 has and I found it impossible How did you make it in TDM ? Did you have custom ARB shaders ? Here is what I came up with (realtime reflection is a custom shader and has artifacts on object partially submerged into water, so unless we fix that, I won't use it): Basically it's just a brush with 5 sides of nodraw and surface having my water material: textures/water/water_surface1 { translucent twoSided noShadows noSelfShadow nonsolid qer_editorimage textures/water/water_surface1_strip16_editor.tga { vertexProgram heatHaze.glsl vertexParm 0 time * .1, time * 0.08 vertexParm 1 2 fragmentProgram heatHaze.glsl fragmentMap 0 _currentRender fragmentMap 1 normalMap textures/water/water_surface1_local.tga } { blend blend map textures/water/water_surface1_d.tga alpha 0.15 scroll sinTable[time * .02] * .01, time * 0.02 shear sinTable[time * .02] * .02, cosTable[time * .02] * .02 rotate sinTable[time * .01] * .01 } { blend bumpmap map textures/water/water_surface1_local.tga scroll sinTable[time * .02] * .01, time * 0.02 shear sinTable[time * .02] * .02, cosTable[time * .02] * .02 rotate sinTable[time * .01] * .01 } { blend specularmap map textures/water/water_surface1_s.tga scroll sinTable[time * .02] * .01, time * 0.02 shear sinTable[time * .02] * .02, cosTable[time * .02] * .02 rotate sinTable[time * .01] * .01 } } If I add cubemap reflection, it looks like crap, since it just sits there, doesn't deform or anything like that, so my water looks like ice (I tested it in stock Doom 3 and it's the same story): I recall TDM having decent water, and I wonder how that was achieved. Thanks!
  12. Yep, that is another one: Giving the player mines but also having a mandatory no-kill objective. Having tons of water arrows lying around. But there are electric lights everywhere. Would be awesome if you could find the generator and kill it with a water arrow though... Nothing wrong with having some useless tools lying around. But you are right: Only provide plenty if the player can actually use them. Missions designed without any opportunity for verticality shouldn't contain rope arrows. Because if they do, players assume verticality and are disappointed when they don't find any... Because i had guards ignore noise arrows shot into another room. Could also be a severly limited noise propagation range in general though. Has been a while since i used a noise arrow. TDM caters to a rather extreme audience - and actually seems to be the only visually (sortof) modern option for that audience for some years now. I would call the genre immersive stealth sim. Combat always is the inferior option and most often not even viable. But you can disable AI stealthily and most missions are ghostable (very important for the extreme part of the already extreme audience - the ghosts). Players that like this genre reload when a guard draws his sword - even when they actually could just outgun their enemies. Maps get designed differently when combat isn't considered an option. And immersive stealth sim fans like the result... But yes, map authors should still think about tools and whether they just made water arrows obsolete by making the city have electric lights only. Some immersive stealth sim players still like to lay traps and disable stuff (like torches) with tools.
  13. In general, tools tend to get used when they are actually useful and of unlimited use or recoverable. Everyone likes to use rope arrows and the monocular. Everyone who isn't a hardcore ghoster uses either the blackjack or the sword. But here comes what i think of the other tools: Broadheads are useful for remotely activating things or killing AI that deserves it. So i mostly use them for killing bad guy AI which isn't protected by objective armor. Also waste tons of them when killing spiders as being half-sunken into the ground still is the norm for spiders. Water arrows are very useful but i still tend to spare them for later and end missions without using them. Should really start using them more - especially when already carrying twenty of them... Moss arrows are alway in short supply, so i spare them for when i actually need them (which normally is never as i am not a ghoster). Please gimme more so i can start actually using them. Noise makers are less reliable than crouchjumping or otherwise drawing AI attention to a location. So i rarely use them. Please make their stim travel through portals to make me using them. Vine arrows are a rare sight and felt pretty unpredictable. I tend to still use them though. Please give me more of them and make them actually grow a vine from bottom to top. Gas arrows are great. Gassing three AI with one arrow feels like scoring a tripple-headshot with one bullet in a sniper game - Very satisfying. Please provide more opportunities to score nice multiknockouts while keeping ko-immune guards a rare sight. Fire arrows are the least stealthy weapon in the game. They would fit perfectly for stealthily assassinating heavy monsters and automatons from afar - if they wouldn't glow. I only use them as a last resort when there is no other way to solve the situation. Please stop them from glowing to make me use them more. Finished most of the TDM missons on hardest without ever figuring out, how to use flash bombs correctly. The throw mechanic is pretty bad. So i never use them. Please make throwing a reliable mechanic to make me throw things (including flash bombs). Mines are really hard to actually use as a mine. So i use them by throwing them at the feet of my enemies with maximum force which gets them alerted and triggers them to shuffle around a bit until the mine triggers... But they are very unstealthy and therefore get used right before the fire arrows as a last resort only. Please enlarge their detection radius to make me actually use them as mines. Healing potions are nice. I always use one when i lost more than a third of my fall damage points. Food is pretty nice too. I eat most of what i find because you sadly can't carry it in your inventory. It also heals tiny amounts of fall damage which is a nice bonus. Please turn food into normal lootable items. Holy water is one of the pretty useful items i still don't use if i don't have to. You never have plenty of them. They involve an annoying timer mechanic for no apparent reason (instead of just turning N water arrows into holy arrows). Using it on just one undead feels like wasting it. And i always feel like i might need it later (but i actually don't). Please give me more or axe the timer to make me use it more. Breath potions are also useful. But they don't last that long. So i tend to use them when i didn't forget to select them before diving and oxygen runs out. There also aren't much occasions to use them. I would use them more if there where more places to use them. All in all i am of the opinion, that only small improvements are needed to encourage more tool usage. I am a horder. But i still tend to use the non-annoying-to-use tools more when i have plenty of them. So maybe just giving players more and providing some difficulty spikes throughout the map will make players use more...
  14. DarkRadiant 3.7.0 is ready for download. What's new: Feature: Skin Editor Improvement: Script Window usability improvements Fixed: Hitting escape while autosaving crashes to desktop Fixed: Def parsing problem in tdm_playertools_lockpicks.def Fixed: DR hangs if selecting a lot of entities with entity list open Fixed: Float Property Editor's entry box is sticking around after selecting a float key Fixed: Spline entities without model spawnarg are unselectable Fixed: Entity window resets interior sizing forcing resize each time it is opened Fixed: Spline curves should not be created with a model spawnarg Fixed: Newly appended curve control vertices aren't shown at first Fixed: Light entities are zoomed out in preview window Fixed: Entity inspector spawnarg fields not always updated by UI windows such as Model Chooser Feature: Skin Editor (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.7.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  15. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
  16. It's simply just a window with 'textures/darkmod/glass/clear_warp', and for example a water entity on the other side textured with 'textures/water_source/water_colored'. If you look at the water entity though the window, it will be invisible and you will only be able to see things underneath or behind it. It's the same with rainsplash (e.g. 'textures/darkmod/weather/rain_splash_moderate') or running water (textures/water_source/water_stream)
  17. Yes, it does. Which makes it interesting that you yourself explicitly said that it's interesting nobody had complained here on the official forums: I did, which is why it stood out to me so much that even though you yourself had personally been involved you would reply claiming nobody had complained here on the official forums. I'm not colorblind at all. Does that make people pointing out that almost no modern games have proper colorblindness support hyperbole? Just because it doesn't affect you, or you choose not to pay attention to the discussion of something, doesn't make it hyperbole. Pick pretty much any modern FPS and you will find plenty of discussion about the near universal disregard for FOV and camera movement as accessibility issues. Denigrating those as hyperbole because you personally don't feel the affects is as bad of a look as demeaning people who bring up the importance of valid allergen warnings like gluten or colorblindness and deafness support.
  18. @snatcher did you play the FM? @computertech82 Your review is almost identical to that of the other review bomber, neonstyle, who didn't play the FM for even 5 seconds but who noclipped to an area where he airdropped before the same door which confounds you. How did you get to that door if you didn't use a rope arrow in the vents? If you were a bit observant and were actually trying to play the FM you might've noticed that the building with that confounding door has two floors, the second of which is ringed by a wooden balustrade where a well placed rope arrow (!!) allows the nimble or even not so very nimble player an entrance to a hall where there's a shooting gallery of open windows to use the water arrows (the player should have 20 or more of them by now) to extinguish the confounding torches. There's also a keyed (!!! how awful !!!) door up there where the thoughtful player might expect a key might be snagged from off the ass of one of the guards sitting up ahead playing poker. That allows the easiest entrance. But oh what the hell. Once targeted by bombers ever targeted and there's nothing to do about it. In a post above I appended an edit to a response to vozka that, since it was an edit, probably went unnoticed so I'll repeat it here since it's really my last word for the time being, given my circumstances of having to learn how to edit all over again (yes, I found myself in a situation where I lost the ability to do even basics like change the ambient light setting! and a lot of the necessary fixes are difficult). @vozka I can now give a more coherent reply and I'm recovering nicely. I agree with every point of the critique and I'm in a quandary about how I should go about applying fixes. I think your preamble to the actual critique shows an exact understanding of what I was attempting to do in the FM. You understand that it is story driven. You understood the main elements of the story, that basically a farm boy of pagan background entrusts himself with a mission. His village needs help. Because he's earned a certain bad reputation and fits the bills requirement for having daring and a certain amount of cunning, so the mission is a natural fit; also amongst other things he wants to earn himself a good name. He has friends to help him along the way, and makes friends of friends along the road of the pagans. The FM uses devices to distinguish the pagans from the enemy they face and divides the space into distinct enemy and pagan areas, and areas in between. The pagans are opposed by corrupt nobles and their army of fundamentalist Builders, as corrupt as the nobles they serve. It's very black and white. Then there's the city guard who, being ousted from real power by the Builders are resentful and won't help the Builders and will ignore the player unless attacked or the player is caught trespassing in their inner court. That's about it. The critique mentions some gameplay elements that detract from the story and I agree about those. It also mentions gameworld failings that interfere with enjoyment, with gameflow and immersion. It seems to me that to fix these flaws will require a total rewrite of the FM, rebuilding the entire thing. For example, I understand the problems mentioned w.r.t. the lighting and know how to fix them, or at least bandage them over so technically there's no apparent problem. But I have a notion that the not so apparent problem here is in what's being lit. That there should be a rearrangement of things so light can be more focused and contrasted with the dark. I'm only starting to think through ways that I might do this. Needless to say anything like this would take time, probably a year, and I'm not sure whether I'm up to it. I've been playing a new mission by Kingsal and know I haven't anything near that level of skill. IMO the FM is unplayable right now. Actually I had asked that it be removed from the TDM database. I don't like the idea of leaving a blot. Thank you again.
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