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Showing content with the highest reputation on 04/25/22 in all areas

  1. T2X did that trick I think. It's a bit non-diegetic for my taste, although people have different opinions on it. (I wouldn't like it if there were only a few keys, but when there are more than 6 or so it starts sounding better.) I think it's another good example of an alt mechanic people should be able to add in themselves. Someone may have done it somewhere already as a mod, if you search the forum for it, because I know we've talked about it before. You can at least press "k" to cycle through keys very quickly, click, click, click...
    2 points
  2. It's interesting. I guess when you pick up a new key a key is created in your inventory which replaces the previous key based on what it is supposed to open (inv. icon might change as well) in combination of what you can already open. I guess you can have some sort of tracker that tracks your current keys and selects the correct key based on that info. At least that is how I think about it.
    1 point
  3. Depends on what situation the player is talking about. The delayed reaction was supposed to be based on distance. The guards 'should' react less quickly depending on 1. how well lit the player is 2. The guards distance from the player. They may have also changed their audio and visual sensitivity in the main menu and forgotten. So what kind of situations are you seeing this delayed reaction? How well lit is the player and how far away is the guard roughly? Also, have you set the vision and hearing of the guards in the main menu settings any lower? Have you tried increasing the AI's vision in the settings menu to something higher?
    1 point
  4. On the topic of guards, is anybody bothered by how they don't respond to noticing the player immediately but after a short delay? Seems like it might be intentional because most people don't have inhumane reflexes and it takes a moment of confusion to realize what's going on when somebody surprises you. But the issue is that between the moment when a guard has you in his line of sight and when he starts acting, he usually just continues what he was doing. This creates weird situations where guards just walk past you on their patrol after clearly seeing you and then suddenly turn around, yell and attack you. From a gameplay perspective obviously it's not a big issue, it just often looks wrong. So I was wondering if that's intentional or what was the motivation. I'm thinking that playing some sort of "confused, looking around" animation on the guard would make this situation look much better.
    1 point
  5. Inside the Silent Dagger you'll find a tip right here This note reads Deciphering the note "Skip the BS and tell me the code riddler!" Thank you very much! I did take a lot of inspiration from T2X as well as Dishonored and a few of DrK's incredible Thief 2 FM's.
    1 point
  6. From the creators of shamblers castle I know the following is "a bit to much", but we should use several parts of this map. (it is to bad, that this map is unpublisched) UNFINISHED Quake Mod in Doom 3 (Quake Intro map + Lavastorm)
    1 point
  7. One cool effect I'd like to see is a key ring. No more cycling through numerous keys in your inventory, keys you grab go on the key ring which then opens any door to which you have the right key.
    1 point
  8. This is my favourite mission, next to Crucible Omens and WS: Home Again. I love city maps and this is one of the best. Thanks man for long nights
    1 point
  9. I think the design is established now for the core game just as a matter of legacy. But I think it would be a good idea to make ones with the other design and make them available for individual FMs to use if a mapper wants. Any asset can be changed for an FM, so the answer to your first question is yes. I say go ahead and make them and let's see how they look in game. We're an open source game. Make what you want to see. That's always been the TDM way!
    1 point
  10. 1 point
  11. @Goldwell A Great mission; reminds me of the T2X TC in a way. (not just the new protagonist, but a very colourful level!)
    1 point
  12. I can enter in silent dagger, but where is this tip ? I have found a note, but without any information about this code... Regards, JB
    1 point
  13. Do we want fur in TDM? Like https://duzenko.github.io/webgl/
    1 point
  14. Hmmmm. Just switched to the latest beta dev16485-9903 (from the previous one, dev16481-9881 ) and restarted the mission I was playing (Iris ... what an amazing mission, very happy to start from the top again, even though I'm only halfway through!), first thing I do is create a save game ... and bang! down it goes. Nothing in the console log: Changed location from '' to 'location_home'. Switching to EFX 'location_home' (#15) The ambient 'snd_home' (solitude_loop_z) for location 'location_home' is now playing. The ambient 'snd_home' (solitude_loop_z) for location 'location_home' is now playing. WARNING:LibJPEG: JPEG parameter struct mismatch: library thinks size is 584, caller expects 568 Segmentation fault (core dumped) There was a very long pause before it crashed. Will try again ... well, that was interesting, looks as if the saved game was good. However, played for a little, hit F4 and ... hangs and crashes again, messages as before. That's a shame. Ah! Looks like the conversation above covers this very issue. Will go back to the previous beta for now. Edit: Yes, can confirm that -9881 works and -9903 crashes when saving the game.
    1 point
  15. So I finished it a few days ago. This is a really good mission to highlight features in 2.10 and shows what modern TDM is capable of (at least in the hands of an experienced individual). So much custom content, it was pretty cool to see new stuff almost everywhere. Found the Grayman memorial, done really well I have to say. Despite being kinda hidden it wasn't marked as a secret, but this is good and probably the more classy approach. Hopefully we'll have more adventures with Clara! EDIT: A couple more things: 1. Speaking of references to other games, I absolutely was not expecting a reference to 2. Related to that mission, I came across
    1 point
  16. Ha, rough but nice PD Nice the note in the floor by the sleeping guy in the water area
    1 point
  17. Thanks, going in a third round, yes, in found a key in the unwanted Guests challenge, but i don't realized it's use
    1 point
  18. The controller support is the same as with the TDM VR branch: https://github.com/fholger/thedarkmodvr/wiki/Gamepad-support
    1 point
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