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  1. btw, the path node "path_follow_actor" is supposed to do just that, but it doesn't work (at least in TDM 2.11).
  2. Having completed all missions (except the very recent ones) I find TDM not challenging at this stage. If I want get any enjoyment on a second play-through of a mission I set my own rules and I roll-play it. Here is where optional skills / add-ons / challenges / fundamental changes come into play. I wish missions wouldn't resort so often to no BJ or no kills and allow me chose who I want to be in any difficulty. I wish TDM had real challenges built-in. @STiFU is up to something, and I am looking forward to his updates on the progress. What I really want to say is that mods - as long as they serve a purpose and work - will find their audience, regardless of whether you use them or not.
  3. I plan to gradually try out all or most of the different path node types and adjust them depending on the interaction. Though I don't plan to use it in this particular mission, I have a keen interest in the follow type, as I'll want an NPC to follow the player character in another, future FM I'd like to create. Never too soon to try out various functions while I'm already learning new FM-building skins after a long hiatus. Thank you for the suggestion. I completely forgot about the location system ambients as an option ! A few years back, when I was testing various stuff in DR, I did actually use that approach instead, once or twice. I haven't used DR much in recent years, so I eventually forgot about setting it up that way. Acknowledged, and I'll look into it. It'll save a lot of time concerning the audio side of the mission. My first few missions won't have much a natural environment, they'll largelly be small and focused on buildings or urban spaces, so I won't need to bother with detailed audio for rivers yet. I have an outdoor FM planned for later (it's in the pre-production phase), and I'll have a good reason to study it in greater detail. It's actually okay, I don't reallt need rectangular speakers. Given that I've been reminded I can set a main ambience for each room - something I did know before, but forgot, after not working properly with DR these past few years - I'll do just that, and use the speakers for more secondary ambience concerns. Handy indeed. A rectangular shape would be easier to remember. I'll just use the filters in the editor to put away the speakers if I ever the get the impression they're blocking my view. Also, I don't actually mind the shape all that much. As you and the others say, the size/radius of the speaker is the actual key aspect. I'm a bit disappointed it's seemingly not possible to resize speakers the same way you can resize brushes or certain models, though you can still tweak the radius numerically, manually. As long as I can work with that, the actual shape of a speaker isn't really important. My main concern is expanding the minimum and maximum radius areas to an extent where they'll be audible for most for all of the respective areas the player will visit, rather than fading away quickly once the player leaves the hub of the speaker behind. As was already said above, I'll use the different utility to set the main ambient for the individual rooms, rather than a manually placed speaker, and I'll reserve the speakers for additional sound effects or more local ambience. I've already added some extra parameters to the speakers I'm testing out in my FM, so I'll take a look at those soon, though I'll deal with the main room ambience settings first. I'd like to thank everyone for their replies. While I'm not surprised by the answers, I'm now more confident in working with the path node and speaker entities. On an unrelated sidenote to all of this, the same in-development FM where I'm testing the speaker placement and range was tested yesterday for whether an NPC AI can walk from the ground floor all the way to the topmost floor, without issues. Thankfully, there have been no issues at all, and the test subject - a female mage, whom I won't use in the completed FM, sadly - did a successful first ascent of the tower-like building that'll serve as the main setting. (That's all your getting from me for now, concerning the FM contents.)
  4. If you can do this, I don't know how. But it's something I want as well and was actually going to raise it as a feature request. I think speakers are spherical so they model real sound which radiates from a source outwards. I find this doesn't work so well with some scenarios though: water. For example you want to hear the sound of waves lapping a shoreline or a running water sound for a stream, river or canal. If the shoreline or stream is on the longer side, you have to have a speaker with a huge radius to cover it and the sounds extends too far along perpendicular to the body of water. Or alternatively multiple speakers but then you have to manage overlap and it becomes a pain. wind. Same idea but vertical - if you have a long edge or balcony then you need a large radius speaker to cover it and it might extend too low so you hear wind noises on the ground. @Petike the Taffer If all you want is for a sound to fill a room, just use the location system ambients instead. But you can only have one sound I think, so you couldn't have say your ambient music and also a weather sound at the same time without using a speaker for one of them.
  5. I wonder whether you can resize and reshape a speaker from a spherical shape into a rectangular shape that could fit in a room. I couldn't find a clear tutorial on resizing the speaker and altering its shape from the default sphere/orb shape. Odd. Maybe it's just a dumb pipe dream by me, but I'd find a rectangular sort of configuration for a speaker much better to work with.
  6. Last night I got to play The Terrible Old Man. Nothing else worth saying that hasn't already been said. @Ansome Congratulations on your first release and thanks for sharing your work with us. Now do yourself and us a favor and bring on "The Raven" to TDM
  7. Is this a burglars request thread? Edit: This question was raised onto the original title of this thread, which looked somewhat like a request for players of sorts.
  8. I have the elemental issue. The first room doesn't need them for progress, but the second does. Not a single elemental teleports me. I used noclip to fly into the room to press the button and then ran to the exit. The third room had TWO elementals working. Orange and Blue, I think. But! In addition to the other two not working, the KEYS I need are missing in all four rooms. If I use "Show_Keys" command, they display them, but they're not even inside the pedestals. I bypassed that with Noclip again. The rest worked fine, every TP that supposed to work - does work, so I finally completed it. I liked it, but now I can't help but wonder what "piece of evidence" she meant On a fun (probably unrelated) note, when you get captured, you still have a blackjack and sword in your inventory, but you can't pull them out. So I thought my hands were invisible. Out of curiosity, I grabbed one of the knocked out guards and carried him inside the mansion... Yup, I still have him on my shoulders after waking up!
  9. This is my loudest mission. I wasn't spotted as much as I was falling back to the undead slayer mindset. The atmosphere is great, no hiccups in sound design either, great voice work too. I loved the fact that you have that OTHER key (and I can't believe it took me this long to notice security key) Since "He doesn't need it anymore". There are only two gripes I've had (aside from bruise ankles from all the drops)... The only survivor doesn't even react that I climbed up to him, I wish we could've left him some food at least. The other being that I couldn't find one more blowtorch, if there wasn't one, then it's about making a choice (which is fine), but if there was I wish I found it. Great map, really imposing. Desert being death trap was great. And I really like the fact that we essentially circle back to where we were on the way out.
  10. Im experiencing a crash on loading quick saves in my work in progress FM. What are steps for diagnosing this and figuring out what is causing that crash? Thanks very much Kingsal
  11. Hey its been some time, I just wanted to make you guys aware, that i have been secretly at work, on the side, on a total remake of the systems from delightfyl. I post a few videos below, the new systems are really really powerful and stable! No idea what i will do with this yet... The effort to make a full game is really expensive and i am distracted and creatively bankrupt. Without outside help i will never make a game like this evermore.
  12. I'll try that: I remember now there's an entity used to call script functions on other entities... show / hide are universal events at the core of the base entity, if that doesn't work something must be very broken. Another option I thought of: What if I teleport the atdm:mover_multistate_position entity instead? However I doubt that will work since to my knowledge, dmap compiles elevator positions to some extent so changing them in realtime will likely not work or break stuff, but just in case let me know if that might be safe.
  13. What is going on here? Gotta check this out when I get off of my work shift today...
  14. This is a work of fiction. Unless otherwise indicated, all the names, characters, businesses, houses, events, incidents and particpants in this forum thread/fm are either the product of the author's imagination or used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is purely coincidental. Hello everyone, I am saddened that my first post here is to bring you all the news concerning the disappearance of my dear friend, wellingtoncrab, which was last seen on March 10 of this year by heading to the woods of northern California . Unfortunately, without trace or tracks, we have no choice but to cancel research. In addition to finishing 1.25 FMS, wellingtoncrab was known as an partner of many famous people and models, and to have the largest animal crossing house. We will miss them a lot. Of course, an immediate concern was devoted to determining the status of their unpublished FM(s). I must admit that the passage through their hard drive has not turned much, but I was intrigued to find a file called "IRI2.PK4". Unfortunately, my computer cannot load the card (too old, lol ), but I will download it here for posterity as well as the text included in the README: https://drive.google.com/file/d/1SdZswFLUh5VwReIq79uFL_ahXyKxg34F/view?usp=sharing ========================================= WellingtonCrab Presents: IRI2: The Totally Unauthorized Sequel to Moving Day: Moving Day 2: Look Who’s Moving Now *For Richard and Linda* “There once was a hole here. Now it is gone.” With enduring gratitude to: Testers: ImaDace Goldfish Kingsalmon Acknowledgments: @Jedi_Wannabe for graciously unauthorizing this sequel to his great mission "Paying the Bills 0: Moving Day." Mr. Squirrels: you know who you are and what you did. The name "Lampfire Hills" originates with the author Purah and now is part of the extended universe of many subsequent Thief missions. Bikerdude and Goldchocobo then brought the name into the setting of The Dark Mod with the FM "The Gatehouse." It then came to me in a dream. @Dragofer for all of his scripting work and support over the years. Polyhaven.com for its many excellent CC0 assets. I recommend supporting them on Patreon if you can spare the change: https://www.patreon.com/polyhaven/ Textures.com "One or more textures bundled with this project have been created with images from Textures.com. These images may not be redistributed by default. Please visit www.textures.com for more information." Google Image Search.
  15. I wouldn't have thought it was a big deal to just use a script using atdm:target_callscriptfunction. You can change the spawnarg (using setKey()) with the script or you can make entities visible/invisible by calling Show() / Hide() on the entity. You could try this thing: https://wiki.thedarkmod.com/index.php?title=Atdm:target_postscriptevent to call Show/Hide. I tried it the other day because I didn't know about func_remove and it didn't work (see the note I left on that wiki page), but you could give it a try and see if it works.
  16. As the author of this older thread, is it all right if I revive it ? I myself have a few questions about narrative structure while making an FM, and I don't want to make a completely new thread. Especially when this thread is still rather short. We don't need ten different threads with the exact same topic.
  17. DarkRadiant 3.9.0 is ready for download. What's new: Feature: Add "Show definition" button for the "inherit" spawnarg Improvement: Preserve patch tesselation fixed subdivisions when creating caps Improvement: Add Filters for Location Entities and Player Start Improvement: Support saving entity key/value pairs containing double quotes Improvement: Allow a way to easily see all properties of attached entities Fixed: "Show definition" doesn't work for inherited properties Fixed: Incorrect mouse movement in 3D / 2D views on Plasma Wayland Fixed: Objective Description flumoxed by double-quotes Fixed: Spinboxes in Background Image panel don't work correctly Fixed: Skins defined on modelDefs are ignored Fixed: Crash on activating lighting mode in the Model Chooser Fixed: Can't undo deletion of atdm_conversation_info entity via conversation editor Fixed: 2D views revert to original ortho layout each time running DR. Fixed: WX assertion failure when docking windows on top of the Properties panel on Linux Fixed: Empty rotation when cloning an entity using editor_rotatable and an angle key Fixed: Three-way merge produces duplicate primitives when a func_static is moved Fixed: Renderer crash during three-way map merge Internal: Replace libxml2 with pugixml Internal: Update wxWidgets to 3.2.4 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.9.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep creating Fan Missions! 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!
  18. I usually share other people's photos of historical and industrial architecture in this thread, but I've decided to finally share some of my own photos that I've accumulated over the years. Over the years, especially the last twenty or so years, I've wandered many of the old town quarters in cities and towns all around my country, taking snapshots. Wereas many of the main streets and major landmarks have long since had nice and beautiful restoration work done, many of the more obscure side streets, back alleys and occassional overlooked corners had interesting sights to behold. I've particularly been fond of old townhouses that show elements from different eras of history, as well as all the wear accumulated over the years and decades. As much as I like that many of these eventually also receive decent restoration work and look nice again, the sight of a well-worn, dilapidated or even ruined house or ocassional public building can prove really stimulating for the imagination. They've got a lot of proverbial "texture" (not just in the surface sense) and "character" that can hike one's imagination, especially with regards to lived-in environments with long histories.
  19. Okay, you fellow taffers. I'm not promising anything amazing, but I'll give it a try. I'd prefer to leave the Corbin-focused missions to Springheel and the rest of the main Corbin FM authors. I'll use the contest as an excuse to work on that FM I was preparing for my Partners in Crime series.
  20. I'm in, using this as motivation to continue the work I had previously started on my series. Probably not a whole lot in the way of horror, but I think I have some creative elements in the pipeline...
  21. Finally got my PC back from the shop after my SSD got corrupted a week ago and damaged my motherboard. Scary stuff, but thank goodness it happened right after two months of FM development instead of wiping all my work before I could release it. New SSD, repaired Motherboard and BIOS, and we're ready to start working on my second FM with some added version control in the cloud just to be safe!

    1. Show previous comments  1 more
    2. The Black Arrow

      The Black Arrow

      Wait, how can a SSD corrupt and damage a motherboard? I gotta know so I can avoid it.

    3. Ansome

      Ansome

      @The Black ArrowWish I could tell ya, but unless I decide to ship it off to a data recovery company to interrogate it further, I'm not going to be able to figure out how it got corrupted or why it was as catastrophic as it was for the rest of the system. All I know is that even when I removed my old SSD to boot from my backup HDD, parts of my bios, partitions, and even some parts of the built-in recovery options weren't functional. It wouldn't even let me boot from my trusty USB repair media! I don't think it was a virus or anything, the repair shop I went to has apparently seen something similar four times in the last two years with Samsung's 970 series, but whether that's a genuine issue or a coincidence is anyone's guess.

    4. The Black Arrow

      The Black Arrow

      Okay, that's very scary now...I really hope it was a coincidence because I also have one Samsung 970 and I don't ever want anything bad to happen to it, I think I've had it since 3 years now as well.

  22. Aberconwy House, one of the best-preserved medieval houses in Wales, originating in the 14th century. Includes a house museum. If you happen to visit Wales, you can find it on 2 Castle Street in the town of Conwy. National Trust website for Aberconwy House Visit Wales website for Aberconwy House Geograph.co.uk entries for Aberconwy House Wikimedia Commons entries for Aberconwy House Conwy has several other preserved historical houses and buildings from earlier centuries. These include the later Tudor era Plas Mawr, which also has a house museum (and which I've already featured in this thread years earlier), and there's also the famous 'Smallest House in Great Britain' and plenty of preserved fortification monuments. Speaking of... The 'Smallest House in Great Britain', in Conwy, a tourist attraction that's more on the cheesy side due to its notoriety/record, but is still a nice example of a period house centuries old, that was built in the spirit of "How can our ingenuity provide us with a small house and lodgings even in a narrow, cramped part of the street ?" vernacular ingenuity. Official website for the Smallest House Visit Conwy website for the Smallest House Geograph.co.uk entries for the Smallest House Wikimedia Commons entries for the Smallest House Various narrow houses from around the world English Heritage website for the Medieval Merchant's House in Southampton Geograph.co.uk entries for the Medieval Merchant's House in Southampton Wikimedia Commons entries for the Medieval Merchant's House in Southampton Combine these photos with the medieval early modern housing and market hall photos from my previous post, and you'll have plenty of inspiration on how to furnish rural houses and townhouses in TDM's setting.
  23. Thanks funny to find this pages (i´ll gona put them to my Fav´s) but before i add some off my stuff i´ll need to listen to what you´ve posted ! P.s.: can you give me the titel/link to : @STiFU's progessive music thread.
  24. I've decided to make a list of my posts in this thread thus far. Only the posts where I shared images of real world locations for inspiration (mostly reference images of various historical architecture). 19th century octagon houses as inspiration for more fancy houses of industralists (12 May 2015) Old electric powerplant building in Poprad, Slovakia - red brick Gothic Revival stylistics (17 July 2015) - needs image fixin' Plas Mawr in Conwy, Wales - well-preserved medieval and early modern Welsh townhouse, with interior museum (29 July 2015) Castell Coch in Wales - reconstructed medieval castle, with minor 19th century industrial details (13 August 2015) + addendum Illustrations and concept art for Bree from various game projects (3 September 2015) Run-down Neo-classical manor house in a rural area (15 December 2015) - dated image links, I need to fix 'em Smaller but interesting manor houses and fortified manor houses in Slovakia (30 August 2016) Manor houses and fortified manor houses in Slovakia (13 March 2017) Environmental storytelling inspired by "reading" real world ruins (3 May 2021) Stokesay Castle rural fortified manor house, one of the few of its kind in England (26 March 2024) Houses, inns and market halls of medieval and early modern England (26 March 2024) Aberconwy House in Conwy, Wales - well-preserved 14th century Welsh medieval merchant townhouse (27 March 2024)
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