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After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
Hey guys So I finally got around to working on some TDM material over at my site, and thought I'd share what I have with anyone who might be interested. To start, I decided to review and present a walkthrough of the Training Mission. This may be of use to beginners, wanting to know more about the game, and it also helped me familiarize myself with The Dark Mod before delving into actual missions. The video walkthrough is uploading as I type this and should be up on my channel soon. Until then, you can always read my brief review of the mission, award the mission your own rating, and generally help me improve for the subsequent review and walkthrough. I truly hope you guys like it, and I'll be sure to update this thread with more content links if you do. Thank you, and enjoy! Training Mission (Review): http://themasterfoundry.com/review/tdm-fm-training-mission/ http://www.youtube.com/watch?v=YUqhpNTf1Yg
Hey Guys, Ive just a small query concerning bug reports for Fan Missions ! Is there a centralised place for reporting bugs, problems , improvements for a fan mission or do you need to contact the author directly and if so is there any way to easily find contact information for the author. ? The reason I ask is while playing through Saint Lucia I noticed a few minor 'immersion' breaking instances but didn't note them down. I'm now on my second mission 'A Night To Remember' by Fieldmedic and have encountered two issues. The first is while in the trophy room I crouched between a spear stand and a chair just to the right of the fireplace and got stuck there ! I could turn but not move away from the wall. It was like i was stuck to the chair or to the wall. Ultimately I reloaded my saved position which had to be in that position only to find i was still stuck ! I resolved the problem by using the mantle option to climb onto the chair but i think this needs to be addressed. ! The second issue was while outside the Master Bedroom. I noticed that the ghost or headless apparition had somehow become stuck on the protruding lamp mounted on the wall to the left of the double door leading into the Master Bedroom. It was continuing to walk but was not moving ! A minor adjustment of the NPC path may resolve this. So that's it . I have an eye for detail and small issues like this really spoil the experience for me. I want perfection ! I also realise the great amount of time and effort has gone into these Fan Missions and can see how small issues such as these can be overlooked. However I still respect all that has been achieved.