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Showing content with the highest reputation on 12/05/21 in all areas

  1. Vote TDM for MODDB's Mod of the year 2021. To do this, just go to the TDM page on MODDB and hit vote now button. (no account or other registration procedures needed) Count down timer: https://www.moddb.com/mods/widget/moty/the-dark-mod?year=2021
    2 points
  2. Hey Obsttorte - sorry to bother you as I know these scripts were written a long time ago, but I was hoping you might be willing to impart some guidance on a humble mapper. I have been working on a mission with your Hitman style script and your Shop script and I can't quite get the "allowFrob" spawnarg, which allows items to be picked up without witnessing AI going hostile, to work in some instances. Specifically with player tools, weapons and in game shop items. At first I was only trying to get this to work with the in game shop items using your shop script - which at first made total sense to me why it might be an issue as you can apply "allowFrob" to the shopitem itself, but the script subsequently spawns another item which is actually added to the players inventory which doesn't have the spawnarg at all. So for a while I was simply trying to modify the script to apply the spawnarg to the entity sent to player inventory at spawn, but was finding this was not working either. So I stuck a "sys.println(m_last_frobbed.getFloatKey("allowFrob"));" line into "hasStolen" check in the observer script and went around trying to figure out where I had gone astray. It seems like with most "tools" and "weapons" entities: health potions, arrows, player equipment like the black jack, etc they will register the "allowFrob" spawnarg correctly as set in the editor when highlighted, but when actually frobbed and added to inventory they seem to always return a "0" - ie not allowed- and it seems like maybe this is what is triggering nearby AI to go hostile. Seems to not apply to loot items, moveables, readables, etc. So I wonder if these player tool and weapons items are just handled in a way where the allowFrob spawnarg applied to in game entity (for example "atdm:weapon_blackjack") would not actually apply to whatever is actually added to the player inventory? If I wanted to alter the script to accommodate this do you think it is even possible?
    1 point
  3. @Zerg RushI have removed the content as per your suggestion.
    1 point
  4. @JackFarmer yes, also in VT 1 of all the AV reported this, maybe a false positive, I don't know. But better I change the link, sorry. Changed to Cloud-tube, there are no problems- Change it also in your citation, I don't believe in a malware but better is better. Playtube isn't flagged as malware in the reviews but don't respect user privacy collecting a lot of data Very bad results in Blacklight analyse (keylogging from Yandex) https://themarkup.org/blacklight?url=playtube.pk Nothing special in scam analyse https://www.scamvoid.net/check/playtube.pk/ https://www.ipvoid.com/whois/
    1 point
  5. Hey @Klatremus, just wanted to say I've recently found out about your vids and find them quite interesting, but... good lord, 0 score with hardcore AI vision/hearing? I mean I get it, it's the whole point of the ghost run and has specific rules you have to adhere to, but how do manage to have such patience? I've got both set to forgiving and even then I feel the AI is tougher than most stealth games On the other hand it did take quite a long time, required 75 saves and god-knows how many reloads, so at least you weren't too crazy. But damn, maybe you should have! I demand the next video require zero saves - screw up and it's a full mission restart! Let's see how long the videos take then!
    1 point
  6. From my experience, in a lot of missions that employ no-KO and/or no-kill rules, these rules are normally only used on the harder difficulty levels. Then again some missions have complete blanket no-kills regardless of difficulty (to suggest a certain type of character the player thief is I guess), so modifying the map seems to be the case. I'll admit that when missions have these restrictions, I'll often test them just in case the mapper forgot to mark them as mandatory (have seen it happen at least once). Also I like the idea of some missions that mark them as optional, so you can fail them if you want but still keep going.
    1 point
  7. From the twich video I understand that the story shall take place between the WWs? Hm, makes the usage of bow and arrow probably not the best choice...maybe switch to a crossbow and add new arrow types, such as "The Tesla Arrow" with electro-shocking consequences! What are your future plants for the project? Will you try to pitch this to a publisher like Deck13 (they have been mentioned in the twitch video as well) or will you stick to the plan with your own company and hire people (that's at least what I understand somehow from the video)? So many questions...and yet so less answers!
    1 point
  8. ...after clicking on the link, symantec endpoint security just reported "malicous domain blabla idendified..."...?
    1 point
  9. Leys Supreme Ghost The Dark Mod - Thief's Den 2
    1 point
  10. Love the mission so far. I really like the conversations in game, reminds me alot of the original T1-2 mission design. I am having difficulty accepting that this is your first mission. Congratulations
    1 point
  11. Ubisoft to make Anno 1404 History Edition free to download and keep forever
    1 point
  12. This mission was great fun! Quite impressive, and a first release no less! The city felt quite alive despite not allowing the player to enter any of the buildings, your use of conversations and custom voice lines made it work quite nicely. The story kept me interested the whole way through (especially toward the end!), and the mansion felt large but not lacking in detail. One problem I ran in to was Again great mission, and now you've got me wanting to know what happens next!
    1 point
  13. The old 2.09 security camera had a fairly simple movement model, simply fetching the spawnargs for sweepAngle and the sweep duration, then adding a gradually growing fraction of the sweepAngle to the starting angles, multiplied by -1 if negativeSweep is true for that sweep. I could imagine that there's sometimes a problem with setting the initial value for negativeSweep based on the value of the sweepAngle spawnarg. The 2.10+ security camera still makes use of sweepAngle and negativeSweep, so I wouldn't exclude it still happens there, but altogether the movement code has changed a lot to allow the camera to horizontally and vertically track the player's position and later return to the closest sweep position. negativeSweep is now calculated every time the camera initiates a rotation, based on the sign of - in most cases - the shorter route towards the targeted position. In exchange, the two ends of the regular sweep are calculated and stored at spawn based on current angle + sweepAngle, so negativeSweep no longer plays a role for setting the camera's sweep range. It'd be interesting to know if any of your beta testers happen to be using 2.10 builds, and also how the room fares for you yourself if you were to use a 2.10 build yourself. Its release shouldn't be that long off in any case.
    1 point
  14. Usually free alternatives to assets aren't that good. This is different with software. Best to just get a refund.
    1 point
  15. Another quality city mission. Feels good after the drought...
    1 point
  16. Turns out, this is NOT a Dark Mod mission at all. I remembered wrong! Woe is me... The mission I was sort of remembering was the second mission in the Death's Cold Embrace campaign, A Formula For Success. The Highwater Mansion was the house, and the snowy street outside the one I could recall.
    1 point
  17. Supreme allows the use of some tools, but not moss arrows to soften landings. You can knock loot around as long as you are not heard in the process. I have done that a few times in Thief. Didn't think of that to be honest, but I want to avoid using consumables if possible. Plus I assume that would've been just as loud as hopping on that pipe, or no? Thank you for your kind words about the video. Many years of Supreme ghosting has definitely made me more patient yes, so thanks for noticing lol. Here is another one:
    1 point
  18. After some years, i just want to mention that i uploaded the sourcecode and binary of full tdm launcher for windows at github. Executable https://github.com/freyk22/tdmlauncher-win/tree/main/TDM_Launcher/TDM_Launcher/bin/Debug Sourcecode: https://github.com/freyk22/tdmlauncher-win
    1 point
  19. Might as well post the two other videos I recorded a while ago.
    1 point
  20. New Supreme Ghosting video:
    1 point
  21. Not sure if people already know, but marbleman and I have recently made some narrated playthroughs of TDM missions where we use the Ghost/Supreme rules. Here are the ones we've done recently: Enjoy!
    1 point
  22. No problem. Glad this worked! I would suggest you try "Notepad++" next time. Microsoft has a habit of placing unwanted markup in their document formats...
    1 point
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