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Fan Mission: The Tears of St. Lucia (2008/10/21)


Springheel
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The Tears of St. Lucia was our second "alpha demo", released in 2008. It has been updated and is now playable using TDM 1.00.

 

If you have played the map before, you won't find anything new--entities have been updated (like candles) but the map and gameplay have not been altered. Those of you who didn't get a chance to play it before are in for a treat, however.

 

http://www.mindplaces.com/darkmod/fmdetails.php?id=15

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Yum. Those of us who have played it are in for an enjoyable, relaxing replay. Good job!

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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On another note, this puts us at 14 released missions, which is pretty damn impressive. And I know of at least 3 other missions that have been beta-tested and will be released as soon as the update is out.

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Yeah it certainly is very impressive, especially if you think about the fact that this version is a 'beta'. It can only get better, and I'm really looking forward to it. I hope an FM with zombies and the like will be released soon. Wonder how scary that will be in TDM :P. Will there also be ghost like models in TDM by the way? They are really amazing for story telling and creating a scary atmosphere IMO.

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Hehe, nice. There is a special kind of nostalgic feeling on playing this map! Thanks

Edited by Sonosuke

Ich konnte mich nicht erinnern Teleportation gezaubert zu haben und doch stand ich da... alleine und nackt.

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Yeah it certainly is very impressive, especially if you think about the fact that this version is a 'beta'.

 

I do wonder. When can the mod be considered "not a beta anymore"? When all planned assets are released and major bugs squashed?

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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I do wonder. When can the mod be considered "not a beta anymore"? When all planned assets are released and major bugs squashed?

 

Good question! :)

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The mission was as entertaining as ever, but I experienced two bugs:

1) On the save/load screen, the rightmost, "parchment" part was squashed to 1/2 its width.

2) The relic objective became unchecked during play after finding it. Curiously, it was rechecked after completing the statue objective, but shortly afterwards, it became unchecked again.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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On the save/load screen, the rightmost, "parchment" part was squashed to 1/2 its width.

 

Huh, I noticed that as well while beta-testing, but then I couldn't see anything that caused it.

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Will there also be ghost like models in TDM by the way? They are really amazing for story telling and creating a scary atmosphere IMO.

 

Not specifically right now. But they can be easily made.

 

Every object in game can have skins, these define the material properties like transparencies. T2 ghosts were just transparent AI (and of course they could have properties like non-solid, magic casting, new voices...).

So a skin for each existing AI could be made that was transparent, they can be set to non-solid, voices can be added, new animations could be done...

Anyone can easily do the skins, voices and animating are tougher but can be done...

 

---------

Theoretically TDM will never be 'finished'. It's open source so it can be added to indeffinately. So I guess it will only be 'un-beta'd' when the entire official team decides they never want to do any more work on it.

 

So Beta might even be a bad term to use. Maybe it should be more open source where it's just TDM 1.0, TDM 1.0.1, ...

Dark is the sway that mows like a harvest

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Huh, I noticed that as well while beta-testing, but then I couldn't see anything that caused it.

 

Oops, found the problem. It's fixed now on the mediafire link.

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Oops, found the problem. It's fixed now on the mediafire link.

 

Did you also fix the one on bloodgate.com or should I update it from the mediafire link?

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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I don't know how to upload to bloodgate.

 

I did create an FTP account there for you, didn't you get the PM or see the thread with the details?

 

Anyway, I uploaded the version from mediafire to bloodgate.com now.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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2) The relic objective became unchecked during play after finding it. Curiously, it was rechecked after completing the statue objective, but shortly afterwards, it became unchecked again.

 

Also experience this, but I found the Relic after the statue part. Everytime I exit the Church the objective is unchecked despite having the Relic, so the mission won't complete.

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