Jump to content
The Dark Mod Forums

Leaderboard

Popular Content

Showing content with the highest reputation on 10/07/24 in all areas

  1. Last night I had another idea, though, this one is so crazy that I almost do not even dare to mention it: What happens if you give the AI just one target for a path entity (X) and then you teleport X to different locations? I am not sure if I have tried this in the past.
    2 points
  2. https://store.steampowered.com/app/937940/Sea_Dogs_City_of_Abandoned_Ships/ https://www.gog.com/en/game/sea_dogs_city_of_abandoned_ships
    1 point
  3. Hey, sorry about that. I have been changing some things with my Google Drive account and this fell through the cracks. I'll restore the link within the hour. In the meantime, this FM is available via the in-game downloader if you want to get it there. EDIT: Link restored, it should be working now. I guess I'll go check the other ones now
    1 point
  4. You might consider setting the 3 following CVars. tdm_ai_debug_blocked tdm_ai_showdest tdm_ai_showtasks They give visual indications as to what an AI is actually trying to do. Compare what happens when it works against when it doesn't. I've seen AI stop patrolling from time to time (but they're not using teleport) and think there's a bug somewhere.
    1 point
  5. I know exactly what you mean. I already had these problems with TBM and most recently again with HHBAM. Can drive you crazy. Perhaps the problem also has to do with the fact that the targets are added too quickly when using changetarget_entities...maybe this can be solved with a scripted alternative like below...? sys.trigger($teleporter_x"); sys.wait(2); $wizard_ai.addTarget($path_corner_x); Thing is, you have to make sure that an already existing target has to be removed before you add a new target.
    1 point
  6. So I finally tested this with Bikerdude's new mission and while it might be fine for new players, you should better add this to your modpack and make it optional as it feels kind of intrusive and gives tips at moments where you don't need them and will forget them anyway until the moment they become important ;). I also tested the teleportation skill and while the technical aspect is fantastic, it really makes a lot of situations very easy to get out of. Still it fits nicely with your modpack and again, I would rename this to "The Magical Thief" or something as just calling it modpack doesn't do justice to all the cool stuff you implemented :)!
    1 point
  7. That's a very good idea MirceaKitsune. I don't know if any or part of it can be achieved with the scripting system alone but it is a very interesting and fun idea nevertheless. We can discuss it further. Something like this would probably fit well into a "challenges" system of some kind. See, the reason we have 3 "difficulties" for missions is because the original games did it that way. Nobody gave a second thought on whether 1 or 2 or 4 or 5 was the right number for TDM. Most mappers would have be been perfectly happy with no difficulties: "just go and play my awesome map"; but we ended up with "extra loot", "you are not an assassin", etc in most missions as superficial fillers, which I am sure caused trouble to many mappers. Instead of Missions "can" have difficulties and challenges we ended up with missions "must" have difficulties, which was wrong. Of course mappers can always go the "ALL / THE / SAME" route, which I applaud as an all-encompassing experience for all players.
    1 point
  8. Idea: Maybe add in a FM independent achievement system, similar to Minecraft's as a concept but of course for TDM stuff. So one for your first mantling, for putting out the first torch and candle, knocking out the first AI with the blackjack, knocking them out with a movable, one for killing your first AI with the sword, one with killing them with a broadhead and fire and gas arrow, blinding them with a flash bomb, beating a FM on every difficulty, finding all loot, getting 0 stealth score, etc. The list of all achievements should be visible from the menu, including ones you haven't beaten so you can click on them to see a description of what you're supposed to do. Players who want to know every aspect of TDM would seek to 100% the list and will do everything at least once.
    1 point
  9. In general I welcome tips and hints in games, and as long as the info doesn't get in my way I don't normally disable it. To be honest, I am so familiar with the mod at this point that I don't know if this system is helpful or annoying. It's an optional mod anyway: players can try it and keep it or delete it. Creating a dedicated setting is not worth the effort, I think. I am attaching to this post an initial version. Place the pk4 in the TDM folder to give it a try. First impressions matter: instead of looking for the tips I suggest you pretend to play a mission. When it comes to feedback I value negative comments way more than praises and likes. Please be open about it, otherwise things never improve / evolve. EDIT - Please find the current WIP in the opening post.
    1 point
  10. Been away for awhile so glad to see you guys are still here First of all congratulations on the completion of Grayman's mission, I think you've done it justice. Finished this up the other day and did enjoy it Again thank you for all your hard work, it was very much appreciated.
    1 point
×
×
  • Create New...