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Showing content with the highest reputation on 05/17/22 in all areas

  1. It's also copyright infringement by anyone who uses that code in their own game. Copyright doesn't magically vanish the moment the first person who leaked the code is caught and punished. Copyright follows the code/image/text/movie wherever it goes, and if you use that content in your own work without permission, you have made a derived work which is copyright infringing. You're saying that most games are based on illegally leaked code? I don't know what you're smoking, but I suggest you cut down on it. Making a work which is "similar" has nothing to do with it. Copyright applies to specific texts: code, images, movies, blog posts etc. It does not apply to generic "ideas", which is why anyone can make a first person shooter, or an anime series about heroes saving the world, or a story about a teenage wizard (as long as he's not called Harry Potter). If the company doesn't exist anymore and the rights to the IP were not sold or passed on to anyone else, then you have an "orphan work" which (depending on legal jurisdiction) may be covered by special rules. But in game development this is a rare situation, because if the studio who made the game is shut down, the rights to the game will pass to the publisher, or whoever else buys the original studio's assets. Companies don't usually disappear into thin air, they get bought out by someone else, or their assets sold off in bankruptcy proceedings. So it would be very unwise to assume that a particular leaked codebase is an orphaned work just because the original company which made the game doesn't exist anymore.
    3 points
  2. I'm done the main objectives, but missing a ton of loot. I can't get in here: In desperation, I used the show key commands, which revealed 2 key locations: but neither actually have any keys
    1 point
  3. ah_church.7z Doesn't happen right away, I have to move around in the 3d view and it gets worse and worse.
    1 point
  4. I managed to find more loot than there was available in the mission! Any idea where the extra 54 gold come from?
    1 point
  5. I remember when the Blender limit was 19 characters. At least the developers of Blender have generously allowed us a whole 63 characters to play with, although why the hell anyone thinks it is acceptable to have hard-coded name length limits in 2022 is anyone's guess. The aforementioned "skin trick" was something I came up with as well: each model had a material name like "sk/my_model" which then used a skin to map the model surfaces onto the real textures. But this is only useful for models which have their own custom texture; it is not so convenient if you want the model to use a regular, arbitrary Dark Mod texture. I'll have to check the state of the import/export scripts. The custom property approach should certainly solve the problem and I'm sure it has been discussed before, but I don't recall if it actually made it into the code. Perhaps if it hasn't already been implemented, the time to do so is now, given that the 63-character limit is clearly causing problems for some people.
    1 point
  6. Nevermind I was over thinking it. Just had to use a rope arrow in the proper place lol. Got all secrets and loot, great mission.
    1 point
  7. Yes! Written in Stone is/was one of the missions I am currently playing, and this was the conclusion I came to as well. I think the story (what I have found of it) even supports this course of action. These are clearly not happy people. Killing them is a mercy. However it seems I am just not good enough at combat to kill all the enemies with the resources I had collected to that point, so I ended up putting Written in Stone on the back burner in favor of other FMs. At some point I'll return to it and most likely finish it up using notarget. The world geometry itself is lovely and I want to take my time to admire it without having to worry about enemies. In terms of trying to diagnose what made the balance between exploration, puzzle solving, and enemy presence not work for me in this mission I'd draw a comparison to Iris and Hazard Pay, which presented similar challenges for exploration and puzzles but did not make me want to genocide the entire map. The first useful thing they did was prominently signpost important locations for the player, often with actual sign posts in the game world, and in Iris's case with markers on the map. Secondly they provided lots of safe corridors (that were easy to find) for efficient traversal between key locations. These safe spaces also often included overlooks or vantage points with clear views of the hostile areas so they player can get an understanding of the layout and plan their next moves without time pressure. And lastly in places where the player does not have the benefit of signage, maps, or prior visual scouting, these FMs revert to a much more linear level design. (Like a vine with side branches, instead of a spider's web or tree like labyrinth.) Now that I think of it, a lot of my most favorite TDM FMs follow these rules: Requiem, William Steel In the North and Home Again, Volta 1 and 2... That's not to say I think being lost or needing to make your own safety (Rambo style) have no place in TDM. (Perversely, Down in the Bonehoard has become my favorite T:TDP mission, and it breaks almost all these rules at various points.) But in those cases where being lost or ultra-violent is the intent, I believe the change in playstyle should be supported by tailored story beats and a generous equipment loadout.
    1 point
  8. I have returned to TheDarkMod after a few years (I played it a lot around 2015-16, even tried making a map, it did not go anywhere so I donated those few assets). The missions are great. In this one in particular, the navigation is awesome. The city is very good. I have noticed a trend though: the puzzles are more complicated; a lever may open something *somewhere*. Do you think that large TDM missions are suffering from "puzzle creep", that the veteran and in-community players do not notice? [/spoiler] So you have to go *all the way back* to use the crystal key on the teleporter thingy? And I don't know how to deal with the burning crystals either. I ended up killing nearly all enemies in the mages' place, with sword and holy water, because, yeah, I need to figure things out and I can't be bothered to stealth from one place to another anymore, lol. I will try checking the readables and environment with a bit more patience and see. [spoiler] The old format for spoiler tags does not work, not does changing the '/'. Wow, what a way to advertise "I am dumb" XD IMO the best way is to place gradual spoilers in the forum thread. I know it's a bit of a burden on the authors but answering 20 questions disjointly from different users is one as well.
    1 point
  9. Just finished CoS3: All four are exceptionally good! Thank you! Played them all on the highest skill. And "The Floor is Lava" on CoS2 (I think it was there) was a fun challenge!
    1 point
  10. Well, you can make a darker version of parchment_ingame.dds . I think you can unzip the dds folder inside tdm_gui01.pk4 and inside that there is /guis/assets/objectives inside that there is that file. If you make that file darker (or completelly change it), TDM uses that instead of the one in the tdm_gui01.pk4 .
    1 point
  11. Very nice mision which I like a lot, but I found a strange bug since 2.10 Knocking out the guards in the corridors of the cathedral and trying to lift them to put them out of sight, freezes the protagonist, I can turn, but I am not able to walk or bend down, the same also with the bishop, at the moment of trying to picking him up and carrying him to the bedroom to sink him into the bathtub (to make it look like an accident ), I freeze, unable to get out of the secret chamber. Even using noclip I can't move me as normally when I get stucked somewhere in a misiĆ³n. I don't know if it's a bug, or something has been corrupted in a file. (In difficult level with optional max 4 KO, but I used some more, because it's only a optional challenge. Can this be the cause?) Before outside the cathedral at the bank or elsewhere everything worked smoothly.
    1 point
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