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  1. After several months of working on this project, I'm happy to finally announce the release of my anthro character set for The Dark Mod! The package contains anthropomorphic characters for use in fan missions, with which artists can include furries as part of their story. Below is the repository, as well as a short FAQ describing the mod in more detail. GitHub repository How do I install the mod?The character set is meant to be used with fan missions. To include it, first clone the GitHub repository mentioned above somewhere on your drive. Then simply copy all of the directories into the root directory of your FM (eg: darkmod/fms/myfm/). You should now be able to find the characters in DarkRadiant under the AI section and add them to your map! What characters are included?There are 5 species, 7 overall fur patterns, 3 character definitions per race, plus male and female versions of each person. Races include wolves, foxes, leopards, squirrels, rabbits. Voices, personalities, as well as other traits were carefully tweaked to match each character as closely as possible. What license is the mod, and who are the authors?The initial model and texture were created by Untied Verbeger, who publicizes his works under the CC0 license. As such, the anthro models and textures are themselves licensed under CC0 / PD. The characters included were based on his wolf model, to which I made several fixes and contributions in the past. Obviously it's meant to work with other assets in TDM, which have their own licenses (typically CC-BY-NC-SA). The original model and authors can be found on Blendswap at: http://www.blendswap.com/blends/view/79735 http://www.blendswap.com/user/Verbeger http://www.blendswap.com/user/MirceaKitsune Wait... so was this made by furries?The mod was put together by me (MirceaKitsune) and I am indeed a furry. I chose to clarify this as I'd like to avoid negative remarks on the aspect; This is a contribution I made with enthusiasm and attention to detail for The Dark Mod, same as all contributions done by other artists in the TDM community. I've spent a lot of time adapting the mesh, rigging it, creating the materials, setting up definitions, and testing against long loading times. I don't care whether someone has a negative opinion of the furry community, but please respect the work that was put into this project at least. How can I support the mod?Although the mod itself is released under a free license, I won't accept financial contributions, in order to respect the wish of the community for The Dark Mod to not be used commercially. The most important way in which you can support my mod is to use it: If you're a fantasy mission creator who is a fan of anthro characters, include this into your FM and add the characters to your world! Also, if you notice any bugs or wish to improve something, feel free to inform me or send me your contribution or open a pull request on GitHub. Lastly, if you believe the characters might match the theme and quality standards needed for inclusion, support adding them to The Dark Mod!
  2. Hello. There's one suggestion I wanted to make in regard to potential new entities and assets. I noticed there are now rat and horse NPC's, which can be placed on maps and offer a nice touch. Since the action usually takes place in towns, and players can break into people's houses or encounter civilians, I was wondering if cats and dogs could ever be expected. I think they'd add some nice extra detail to towns, and could even have a few roles in regard to gameplay. I was thinking of something among these lines: Cats: Can run about as fast as rats, and have the ability to somewhat block the player (slightly impede movement). Additionally, they can jump and may bump into objects... causing a noise that can alert guards, just like the player throwing objects at walls does. Obviously it should be a very small alert... we wouldn't want an entire army / gang running around the place because a cat bumped into a vase Dogs: Slower than cats and rats but still faster than players, blocks movement like a human NPC. I believe there should be two categories: Dogs that attack, and dogs that only bark (potentially attacking if attacked first). An enemy dog that barks can make a lot of noise, and alert guards from afar to your location.
  3. I know I've made several threads about different features, so I hope I'm not overdoing it. There is one more thing I've been wondering about, which is also relevant to my plans to make TDM maps in the future. I was wondering to what extent TDM can allow dialogues between players and NPC's. Sure, I've seen missions in which an NPC talks toward the player when he gets close, and there are occasionally people conversing about mission related information which you can eavesdrop on. There are however a few points I'm specifically interested in, and how they must be done in scripts or DarkRadiant: - Exchanging sentences between two or more NPC's and / or the player: An NPC talking by itself is pretty easy and obvious. But what about making multiple characters have a conversation... in which each one plays several voice files in order, while waiting for the other to finish and do the same? Further more, what about conversations between an NPC and the player... where the player hears himself talk, then the NPC says his / her sentence, then the player talks again, and so on? I've seen inter-NPC conversations in some TDM missions, but was curious how the mapper must do it. - Choices: This is the part that interests me most. Does scripting currently allow the player to choose how to continue a dialogue, similar to how this is done in some 2D RPG games? What this means is that during an exchange of sentences, the conversation pauses and the player gets a list of options. For example, and NPC can tell the player "Do you want this mission", then the player could either press the 1 key to select "Yes, I'll get to it" or 2 to select "Not now, I'll have to think about it"... of course influencing whether or not he receives a new objective. - Subtitles: Triggering text to show on the screen when an NPC starts talking should be an easy thing. But for subtitles to work, this text must be renewed once the other participant starts to speak, and expire at the appropriate time after the conversation ends. Is this possible to do currently... for dialogues as well as characters idly talking or yelling when they're alerted? - Translations: I noticed that TDM has a system to translate missions to various languages. I wanted to know how much it covers: Can you only translate text found on notes, or also character voices and subtitles (if they exist)? And does the mission need to be edited in DarkRadiant for this, or can people download and select translation packages for any mission individually, which can change text and voice content? That might be tricky if voices aren't calculated in realtime, since it also changes the duration of voice files.
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