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  1. I think it would be smart to go ahead and start a "Newbie thread" that covers all newbie questions in one place, as with the TDS Forum. It doesn't have to be this one, just for future reference. Aaanyway, I was going through the A-Z Tutorial, and right about the time you make the pool of water, I fixed some leaks, thought I got them all. Now it won't Dmap again, but when I hit Pointfile, it says "Could not open pointfile: E:/games/ ... /TutorialMap.lin" I don't know why since it's been working up to now. So if I have a leak I can't find it, but it's troubling just that Pointfile suddenly, inexplicably doesn't open! There isn't any ".lin" file either; not sure what happened to it. Any ideas? Edit: I started a map from scratch and Pointfile didn't show up again. So whatever it is, it isn't something I messed up in that first map, but a general problem I'm having with DR. Edit2: But it does Dmap and Map just fine, so that's ok.
  2. I kind of miss our old status-bar on the right, where you could casually share what's on your mind or what is happening in your life right now. So, I figured, let's just start a thread for that. Let's get this started...
  3. jaxa

    2016+ CPU/GPU News

    Every few years there's a DRAM pricing catastrophe, or price fixing. This one is particularly potent because the end of DDR4 production drove prices up right at the time that more DDR4 PCs are entering the used market with Windows 10 end-of-life. Want 64 GB DDR4 SODIMM? It's no less than $200, probably more. GPU concerns are probably overblown. While they are not as cheap as we'd want them, 9060 XT 16 GB or 5060 Ti 16 GB at/below MSRP aren't too bad and should handle the latest games. Recent iGPUs and much older dGPUs are sufficient for decades of older games, and of course The Dark Mod. Low-end, compact GPUs could use a kick in the rear, with 3050 6 GB still being one of the better 75W/LP options. Maybe an Intel B380 will materialize, maybe not. AMD's RX 7400 is OEM only for now so not relevant yet. I am optimistic about RDNA5 low-end but it's a long wait. @taffernicus What exactly are you looking for TPUs to bring to the table? Displace gaming dGPUs from being used for AI by being cheap/efficient? The great thing is they just work (at least on Nvidia's end) and are dual-use. Well before 6-8 years we are likely to see the bubble pop, if AI is not generating enough revenue. Do not count out a next-generation Xbox... the rumor mill has it effectively pivoting to become an APU gaming PC with access to all storefronts (Steam, Epic, GOG, etc) and Windows applications. So it could undercut DIY and OEM PCs as well as PS6 + game prices + misc costs. Not expected before 2027 so we should know if that's the strategy within about 2 years.
  4. You are right; it does not work (I vaguely recall that I tried this for the first mission of HHBAM).
  5. I'm not sure that will work - initially I tried using frob_action_script, but when you are unlocking a door with a key you aren't actually frobbing it, so that script never gets invoked. I then tried used_action_script, but apparently that works for everything BUT doors. So I ended up using the triggers.
  6. I'm also stuck here, even after reading the tips in that thread (some of which don't seem to work in the current version of DM); I just can't swing enough to reach the second rope. I may be close to the floor but I still take damage when falling; the real issue is being seen by the zombie as it turns around. As far as AI Awareness, I always have vision at 3/4 and hearing at 1/4 (since my own footsteps seem to be much softer to me than they are in the world). Do different enemy types have scales within that? Like would an old person have less acute senses than a young person?
  7. My first (personal) pc came with Win98se (I think year 2000). I had to reinstall it every 3 months, because by then it was constantly giving me blue screens. I remember when buying my computer I could choose between Win98se and Win2k Professional. The guy selling the computer said win98se was better for gaming. I wonder if I wouldn't be better of with Win2k Pro instead. I used Win2k later at work and found it very similar to WinXp (but with better performance). There's even a win98 compatibility mode build in, but you had to enable it via a register key.
  8. for those still dabling in retro hardware heres some interresting sites https://windowsupdaterestored.com/ windows updates for win 9x to xp https://www.techpowerup.com/forums/threads/tpus-nostalgic-hardware-club.108251/ links to various sites with old software and information on setting up older systems hardware.
  9. I'm not sure if this should go here or in the Tech Support section, so If this is the wrong place, please let me know. As a hobbyist game developer, I'm curious about how the Light Awareness System works in The Dark Mod. I've been poking through the source code, but haven't found any definitive math explaining it, or code comments mentioning on how it's calculated. If anyone could point me to exactly where to look, or could explain what steps and/or math it's using to calculate how visible the player is, I'd greatly appreciate the insight. For reference, I'm trying to implement a similar system in my own stealth game I'm working on in Unreal Engine 4.
  10. Before I could get anywhere on Room 1, I had to turn down the 'AI hearing' setting to 2/4. That - for me - made things playable but still challenging. Am currently starting Room 3. I appreciate the Intro tells me I can go into Settings and adjust difficulty settings. But I would've preferred the more traditional Easy/Medium/Hard settings to choose from. I know having 7 Difficulty options to adjust provides flexibility, but it took me a while to work out which I should adjust to make it work for me.
  11. The rope swing mechanic is finicky and I think this is the reason we don't see it often in missions. Press Attack to swing on ropes (check this thread for more details) Quick-save often Don't despair! Most taffers will spend some good time in the Purgatory
  12. There are currently nearly 200 missions to the game. That's a lot. So I made a list of the ones you shouldn't miss. If you're a beginner, do not start with the best missions. Play a few others first to learn how the game and controls work, and how you can use some items to interact with objects on the map. You will appreciate them more that way. Tastes vary. My subjective assessment is based on how enthusiastic and interested I was during the mission. Generally, I appreciate the unusual circumstances. If I felt lost too many times or needed hints to solve the plot, those were clear disadvantages. I don't like the needle in the haystack type elements. (Secrets are fine.) The list isn't a quality line. I don't want to add precise ratings, that's not the point. I have a message for those whose missions didn't end up here: Don't worry. Others may judge differently. In any case, some missions may be added here with some editing. A few didn't make it here only because of the obscure wording in the descriptions of objectives. Give me tips if you think something is missing from the list. 200 missions are a lot, I might have skipped some gems. BEST MISSIONS -A House of Locked Secrets: Very funny, diverse and memorable, sometimes nonsensical. The best mission. 4 hrs -Seeking Lady Leicester: It's probably the second best mission, but I won't argue with anyone who ranks it first. Knowing how to rotate items is essential to play this mission (middle mouse button). 6 hrs -Volta 2, Cauldron of the Gods 2.5 hrs -Volta 3: Gemcutter 3 hrs -Penny Dreadful 1: The grail of regrets 1.5-2 hrs -Penny Dreadful 2: All the way up 3 hrs -The Painter's Wife: A monumental mission. The size doesn't mean this is the best one. -Hazard Pay 2 hrs -Now and Then 5.5 hrs -Black Mage 3 hrs -Requiem: The mission is excellent and imaginative. But it's painfully difficult to move without being noticed at certain points. 4 hrs -Crucible of Omens: Behind closed doors: Excellent mission, the only problem is that it's difficult to navigate between the different parts, and it's hard to find your way back to places. Having a route back to the first part, which could be opened from the later part of the map, would have helped the flow. 5 hrs RECOMMENDED MISSIONS -Iris I hesitated a lot whether to put this in the list of best missions. But the first part of the mission offers so many options, it's rather a caricature of the genre. And the environment isn't very good either. Less would have been more. The second part of the mission is much better. I appreciate the innovative element. 7 hrs -Chronicles of Skulduggery 0: To Catch a Thief -Chronicles of Skulduggery 2: A Precarious Position 2.5 hrs -Chronicles of Skulduggery 3: Sacricide: Good, traditional mission but the story is too black and white. -No Honor Among Thieves: The end isn't satisfying, but otherwise this is a good mission chain. 5.5 hrs -Shadows of Northdale act 2. 3 hrs -The Last Night on Crookshank Lane 4 hrs -Penny Dreadful 3 -Mother Rose Funny. It's not for beginners! 40 min -A Score to Settle -Sir Talbot's Collateral -Talbot 2: Return to the City 1.5 hrs -Talbot 3: Fiasco at Fauchard street 1.5 hrs -Thomas Porter 1, Knighton Manor: Good jokes. -Thomas Porter 2, The Beleaguered Fence -Thomas Porter 3, Glenham Tower -King of Diamonds -Accountant 2: The code is good. -Golden Skull: 30 min -Vengeance for a Thief 1-3 -The Factory Heist -A Good Neighbor -Snowed Inn -Langhorne Lodge -Heart of Saint Mattis 3-4 hrs -Perilous Refuge 2.5 hrs -The Hare in the Snare: Part 1 -Rightful Property -Alberic's Curse 1.5 hrs -A Night in Altham: A strange mission. 9 hrs -By the Cookbook 1 hour -Wizard's Treasure 1 hour -A Night to Remember 1.5 hrs -Lord Edgars Bathhouse 1.5 hrs -Last Offering: How much you enjoy it depends largely on what equipment you choose at the beginning. 1 hour -The Rift: Quite cool, but the music isn't on the ambient channel so it's not possible to make it quiet. 1 hour -Briarwood Cathedral 1.5 hrs -The Threepenny Revue: 45 min -Mission of Mercy 1 hour
  13. yeah you can actually still get browsers that work online on win9x though i would discourage using online to much because of the risk of malware etc. though in retrospect i bet all the malware makers have long since moved away from targetting old systems as there is really no point. unless ofc. you keep sensitive data on the retro box . so why are there still people who use these you may ask. well older games especially dos based and some of the first opengl or directx based ones actually run better on said hardware. also it gives you an insight into the inner workings of later versions of windows (you used the commandline way more back then especially with the first windows models to setup hardware and other tasks). these commands still exist in todays computers but people rarely if ever use them cause they have no idea they are there. the syntax for one is allmost the same as used in CP/M . and back then the first windows boxes barely had the nessesary memory to even run windows so we used memory compressors to optimize it. my first windows 9x box had 4mb and it ran quite ok. this was the first version of windows 95 and came on floppies (about 24 if i remember correctly). it was a pain in the a.. to setup and needed a lot of handholding but it worked.
  14. A set of some 200 missions is a lot to sift through to find what one likes. I never used your site but if it provided functionality to search missions for parameters like approximate playtime, series v standalone, and tags like undead, spiders, mansion, city, etc, then it sounds plenty useful. Can the functionality be incorporated into the main web page? Perhaps even integrated to fetch underlying data from the wiki (so that trusted editors can keep the parameters up to date)?
  15. ============== -= IRIS =- ============== WELLINGTONCRAB TDM v 2.11 REQ Ver. 1.3 *For Maureen* -=- "Carry the light of the Builder, Brother. Unto its end." -Valediction of the Devoted "What year is this? Am I dreaming?" -Plea of the Thief Dear Iris, I am old and broken. When we were young it felt like the words came easily. Now I find the ink has long dried on the pen and I'm as wanting for words as coin in my purse. I can tell we are nearing the end of the tale; time enough for one more job before the curtain call... ============== -Installation- Requires minimum version of TDM 2.11 **Dev build dev17056-10800 (2.13) fixes several visual effects which have been broken in the mission since the release of 2.11. For that reason playing with that version or later is currently recommended** -Iris does not support mods or the Unofficial Patch- Download and place the following .pk4 into you FMs directory: Iris Download ============== *Thank you for playing. Iris is a large mission which can either take as quickly or as long as you are compelled to play. I hope someone out there enjoys it and this initial release is not completely busted - I tried the best I could!* *Iris both is and isn't what it seems. If commenting please use spoiler tags where appropriate. If you are not certain if it would be appropriate a good assumption would be to use a spoiler tag* *Support TDM by rating missions on Thief Guild: https://www.thiefguild.com/* ============== WITH LASTING GRATITUDE: OBSTORTTE - Whose gameplay scripts from his thread laid the foundation which made the mission seem like something I could even pull off at all. Also fantastic tutorial videos! DRAGOFER - Who built upon that foundation and made it shine even brighter! And whom also provided immeasurable quantities of help and encouragement the past couple years on the TDM discord. ORBWEAVER & GIGAGOOGA - For generously offering their ambient music up for use. EPIFIRE - Who lent me his fine trash and trash receptacle models. AMADEUS - Who was the first person who wasn't me to play the damn thing and provided his excellent editorial services to improving the readers experience playing TESTERS AND TROUBLESHOOTERS: AMADEUS * DATISWOUS * SPOOKS * ALUMINUMHASTE * JAXA * JACKFARMER * WESP5 * ATE0ATE * MADTAFFER * STGATILOV * DRAGOFER * KINGSAL * KLATREMUS - What can I possibly say? Playing this thing over and over again could not have been easy. Deepest thanks and all apologies. -=THANKS TO ALL ON THE TDM DISCORD AND FORUM=- ==SEE README.TXT FOR ADDITIONAL ATTRIBUTIONS & INFORMATION== HONORABLE MENTION: GOLDWELL - If I hadn't by chance stumbled into Northdale back in 2018/2019 I would probably still be trying to get this thing to work in TDS, which means it probably would not exist - though more details on that in readme. ============== Boring Technical Information: *Iris is a performance intensive mission and I recommend a GTX 1060 or equivalent. I find the performance similar to other demanding TDM missions on my machine, but mileage may vary and my apologies if this prevents anyone from enjoying the mission.* *Iris heavily modifies the behavior of AI in the game, how they relate/respond to each other and the player. So they may act even stranger than they do typically in TDM. Feedback on this is useful - as it can potentially be improved and expanded upon in future patches.* -=- This is my first release and it has been a long time coming! If I forgot anything please let me know! God Speed. 2.10 Features Used:
  16. As my custom assets work has increasingly shifted from models towards scripting, I'll open a new thread here to contain any scripts that I write which can be reused in other missions, starting with the A ) Presence Lamp This is a Lost City-style lamp that brightens and dims depending on the presence of the player or an AI. It fades between 2 colours and can trigger its targets whenever it switches fully on or off, so it should also be viable in various other situations. The standard setup consists of the following: - a trigger_multiple brush. The spawnarg "anyTouch" controls whether AIs, too, are able to activate it - a presence lamp, highly recommended with a colorme skin - one presence light, or any other light with appropriate spawnargs The targeting chain is trigger brush -> lamp -> light When the player or an AI stands in the trigger_multiple brush, the lamp switches on and starts a short timer. Subsequent triggers reset the timer. If the timer runs out because no one's standing in the trigger brush anymore, the lamp switches itself off. Notes - Multiple trigger brushes can target the same lamp, and one trigger brush can target multiple lamps. However, each presence lamp can only target one light, so if you want i.e. a bouncelight you'll need to hide an additional silent presence lamp somewhere and target it from the same trigger brush. - The lamp and the light use their own colour spawnargs respectively, since setting 0 0 0 on a lamp would make it appear pitch black. - Technically the trigger brush can be exchanged for anything else that triggers the lamp every 0.5s (this number can be changed via "update_interval" on the lamp), i.e. a trigger_timer. - This was originally named the proximity lamp and was one of many scripting jobs for The Painter's Wife. I've renamed it to "presence lamp" because the mapper may place the trigger brush(es) wherever he wishes: proximity to the lamp is not a factor. Credits go to Bikerdude for putting together the crystal lamp models. Download Presence Lamps - Google Drive Place or extract the .pk4 into your FM archive, then look up the presence lamp prefabs. If you already are using other custom scripts, remember to add the presence lamp's .script to your tdm_custom_scripts file. B ) Teledoor This is a Skyrim-style door which opens just a bit into a black_matt "void" before teleporting the player to a different area of the map, which may represent the other side of the door. This is used for connecting physically separated map areas with each other, such as when there's an exterior/interior split of a building or ship to allow for more mapping freedom. [Full Thread] C ) Mass Teleport This is a teleportation setup designed to seamlessly teleport the player and any moveables between two identical-looking areas. This allows the mapper to link 2 physically distant areas with each other while maintaining the illusion that they're connected. The teleportation zones should be free of AIs as they can't be teleported like this without their patrols breaking. [Post] D ) Automaton Station A station for Sotha's automatons (includes the automatons) which can be switched on and off by patrolling automatons. (Part of core assets as of 2.10) [Post] E ) Camgoyle A sentient turret originally made for the FM Written in Stone. It's based on the new security camera entity and augmented with scripting to allow it to fire magical projectiles at the enemies it detects. People are more than welcome to use it and to convert it into something else, such as a mechanical turret. [Post] [Download] F ) Audiograph The audiograph is an Inventor's Guild device for playing back recordings stored on spindles, which are small metal cylinders the player can pick up and store in his inventory. [Post] G ) Turret A new companion to security cameras familiar to Thief players. It will become active as soon as an enemy is detected by a targeted security camera, firing projectiles to fend off the intruders. Similar to the security camera and the camgoyle sentry, turrets are highly customisable in their behaviour and appearance. [Thread] G ) Fog Fade Dynamically change fog density depending on what location the player is in. [Thread]
  17. hmm another small problem creept up from behind when doing SDL3 builds. SDL3 removed the old hardware gamma ramps from the library so dhewm uses a shader based version. unfortunatly for my hybrid GLSL/ARB interaction renderer it only works in ARB mode because it is hacked into the interaction shader stage instead of the material shader stage and sadly i do not have an implementation of this hack in GLSL . I have a rough idea how to do it but i lack some skills in regards to working with hardware shader code. i do however have an old codepiece which i used in quake as a replacement for the old gamma ramp code but it needs a little work. what it does is actually really simple, it uses the same code as overbrights but scales the output with the gamma value. also overbrights tended to use a texture this code foregoes that completely as it is unneeded and instead outputs to a fullscreen quad. it works somewhat good in quake but there are two values in dhewm brightness+gamma so i might have to get creative.
  18. hmm its actually rather advanced and unfortunatly a bit of a pain to setup. one example is hrtf (headphone surround) which requires mapping sound locations with a tool they provide. https://deepwiki.com/kcat/openal-soft/5.3-gui-configuration-tool lists a good deal of which steps needed. for all other cases it is probably better to ask on the github forums for it. attached my own config for dhewm3 which sounds somewhat ok. drop it next to the dhewm3 executable. if you feel up to experimenting you can add your own settings to it alsoft.zip
  19. On a lighter note (and because my holiday started today, oh yeah!), let's have a new thread for music, that you just enjoy and probably is not so well known...or somehow obscure but does not sound as strange as the songs we report in @STiFU's progessive music thread. Here is one of my new favourites, a similar recording of this track by other artists has been used in an US show broadcasted last year ( @Amadeus: What is the name of the show? )
  20. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  21. By "IP", I'm thinking you mean my machine's address (not intellectual property). Yes, if an AI was not privacy-preserving, and actively monitoring for and reporting IRL criminal activity (likely many are), and misconstrued what I was doing, then I see your point. For my particular FM, the phrases don't really imply any criminal acts, just clues. This is not the case for all FMs. In those cases, when untrustworthy AI systems allow rich prompts, it's probably a good idea to specifically indicate you are writing for a fictional mission within a PC game. Also, the activity itself, translating into a fixed suite of multiple languages, is probably not something an actual criminal enterprise would do. Talking in the forums about your FM under development would also show that your intentions are not real-world crimes, and I'd like to think ward off all but the most wrong-headed prosecutions.
  22. Fujitsu is still putting Blu-ray drives in laptops – and people in Japan still want them | TechSpot I've heard somewhere that Blu-ray discs are quite durable for cold storage. On the other hand, having this disc with content that is not affected by DRM is perfect. we totally own that thing. i don't want to contantly rely on internet or subscription for the sake of watching movie. As for durability : So far, I've always been targeting M-DISC, which is claimed to last hundreds of years or more. Some Blu-ray writers/readers even support M-Disc (but I don't know the reader/writer on this laptop). I really want to buy a BDXL M-Disc. Then came across a thread discussing “fake” M-Discs: This is what made me reconsider m-discs, high grade BD-Rs, or archival grade DVDs. All game save data is usually backed up to the cloud on Steam or GoG. but I always worry about accidental loss of save games in cloud services. I imagine what it would be like if these game save data were also stored on this storage medium. However, I prioritize scanned documents, photos, and videos that I feel have value so that they are safe and can be viewed again in 20-30 years. For videos with sentimental value, I think It's not enough to just have a regular video recording. It seems like we need a 3D laser scanning service (or maybe something like photogrammetry?) with a non-disclosure agreement for interior/exterior scans of the residence that will become a memory (if we move out for example) and a way to convert it so it can be viewed with VR. Professional 3D scanning cameras are really unaffordable (don't even look at the prices of the BLK360 or Matterport scanners). These 3D scan files will be stored on the aforementioned disc media. For now, the most affordable option is a smartphone with LIDAR. I'm not sure if VR devices like the Meta Quest 3 with its scanner are effective or not. Regular video or 360-degree shots are still reasonable options. The LTO 7/8/9 tape reader/writer is extremely expensive; I couldn't afford it. I could only afford to buy the data cartridge (I know this is aimed for enterprises). The learning curve doesn't seem too steep.
  23. I have problem with unintentionally translucent models in gui: [img]https://imgur.com/a/ctxvu6P[/img] windowDef Desktop { rect 0, 0, 640, 480 backcolor 0 ,0 ,0 ,0 visible 1 nocursor 1 renderDef rosary_cord1 { rect 0, 0, 640, 480 visible 1 model "models/erh_rosary_cord_bow_b.ase" needsRender 1 modelRotate "gui::Offset_vert"/4, "gui::Offset_horz"-22.5, 0, 1 modelOrigin 0, 0, 0, 1 viewOffset ("gui::cord_horz1"*250)+50, "gui::cord_vert1"*250, 80, 1 lightOrigin -200, ("gui::light_Offset_vert"*100), "gui::light_Offset_horz"*100, 1 lightColor 0.8, 0.8, 0.8, 1 } renderDef dice1 { rect 0, 0, 640, 480 visible 1 model "models/erh_rosary_dice.ase" needsRender 1 modelRotate "gui::Offset_vert"*2, "gui::Offset_horz"+45, 0, 1 //+135 modelOrigin 0, 0, 0, 1 viewOffset ("gui::dice_horz1_n"*250)+50, "gui::dice_vert1_n"*250, 80, 1 lightOrigin -200, "gui::light_Offset_vert"*100, "gui::light_Offset_horz"*100, 1 lightColor 0.5, 0.0, 1.0, 1 //purple } } (-there are 8 models of cord and 8 of bead.) This is a rosary, reacting to the player's viewing angles. But you can see the model's back. Sometimes it goes away at some angles of the player's rotations. In some arrangements of renderDef bracelets, a few models work fine, the rest don't.
  24. In pursuit of a long-sought secret, the key to life everlasting lies deep within the recesses of an ancient athenaeum. Dragofer, Bikerdude, and I proudly present our FM for the Christmas Connections Contest titled "Written in Stone." Notes - TDM 2.10 Beta 5 or later is REQUIRED to play this mission. However, it is recommended to play using 2.10 Beta 6. You can get the latest version here. - This FM is a sequel to The Elixir. While it is not vital to play that before playing Written in Stone, there are some story connections. - This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines by disabling certain features. - Various areas will look better with shadow maps enabled at the possible expense of performance. - This FM implements the func_peek mechanic, allowing players to peek through any door that has a keyhole on it by leaning forward. PLEASE NOTE: This function has been known to cause crashes for a small number of players in the past, likely due to using the 32-bit version of TDM. At no point in this mission is it required to use the func_peek mechanic; it is purely optional, so feel free not to use it. As an entry in the 2.10 Christmas Connections Contest, the new features and assets used by this FM are: Download Version 1.1 This FM is available for download here: Google Drive Simply place the written.pk4 into your darkmod/fms folder and you're ready to go! Promotional Screenshots (via ThiefGuild) Credits A big thanks goes out to Wellingtoncrab for making a beautiful city map, Narrator for their wonderful voice work, nbohr1more for creating the original story premise as well as a few readables, Goldwell for animating the introduction to our briefing video and Duzenko for making certain glasses work as well as they do! A huge thank you also goes out to our beta testers: Goldwell, Wellingtoncrab, Kingsal, noodles, Krilmar, Garrett(Monolyth-42) ate0ate, and Mike_A. Thank you all very much for your keen eye to detail and great insights! Asset Credits Kingsal's Killer Assets Wellingtoncrab's Wonderful Furniture and Book Skins ***PLAYERS BEWARE*** SPOILERS lurk in the depths below. We strongly recommend playing this FM first so you don't spoil the fun for yourself!
  25. I realize I've never posted in this thread in spite of already making two FMs, so I guess I'll correct that oversight now. After finishing my last FM, I got straight to work on a new one trying to incorporate the lessons learned. It's planned to be the first of a 3 (maybe 4?) part series, initially set in the Pagan Quarter/Plague Ward and then moving beyond it all the way up to the wealthier Old Quarter. "Threepenny Revue" was a simple one-building mission, and "The Last Night on Crookshank Lane" was a freeroam city streets affair. This new mission, tentatively titled "A Trip to the Museum", will be a more of a linear, narrative one (but still keeping the Immersive Sim element for the mission locations themselves). I'm also taking this opportunity to try my hand at using Conversations, and maybe the use of cameras to do in-engine cutscenes. Once I get to that stage, I'd like to try soliciting voice actors if possible. A couple of screenshots of areas in progress included here:
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