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Showing content with the highest reputation on 09/30/22 in Posts

  1. Master of Magic Classic 100% off on GOG https://www.gog.com/giveaway/claim https://www.gog.com/en/game/master_of_magic_classic https://en.wikipedia.org/wiki/Master_of_Magic
    3 points
  2. Is there any renewed interest in a mission contest? Now that I've created the poll, I am kinda partial to a Thanksgiving contest since it straddles the fall \ winter seasons ( my favor TDM seasons ).
    1 point
  3. A Halloween theme would be awesome but it's admittedly tight. You could do a three or five room contest and get a good number of entries that fast though.
    1 point
  4. Baby steps. Be grateful this appears to be a regular installation and not a virtual machine.
    1 point
  5. “Banking Holiday Speed Build Contest”
    1 point
  6. yeah, not really, but several cultures do have harvest festivals, so it can still be around that same theme. Plus I'm tickled by the idea of an FM where Corbin has to steal a frozen turkey for his family dinner because the butcher was sold out
    1 point
  7. Thanksgiving is not international enough I would think. But do correct me.
    1 point
  8. And get the F off Vista, even Windows 7 has much better support for more advanced video technologies. You should be able to get a free version of Windows 10 with that product key.
    1 point
  9. DarkRadiant 3.3.0 is ready for download. What's new: Feature: Remove menu options which are not applicable to current game Feature: Grey-out menu entries that are not applicable Feature: FX Declaration Parsing Support Feature: FX Chooser Feature: Renderer now takes "translucent" keyword into account Fixed: Lighting Mode Renderer draws hidden lights Fixed: Loading map results in "Real Hard DarkRadiant Failure" exception Fixed: Crash when trying to set default mouse or keyboard bindings Fixed: Unit Tests intermittently get stuck on Github runner Fixed: xmlutil thread safety problems Fixed: Some materials aren't displayed correctly Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.3.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Have fun mapping!
    1 point
  10. The real way to make people rely less on the ability to load (because that actually is, what safe restrictions really seem to try to achieve), is to make failure recoverable without loading. There is no point in saving if you know for sure, that you won't want to load that save. TDM is one of the most stable games today. People almost only save for reallife reasons and to insure against ingame failure (either in general every N minutes or before trying something expected to be a gamble - like extinguishing a torch using a water arrow). Designing for absolute recoverability is at least pretty damn hard. But having safe spaces (rooms, the AI can't reach) near difficulty spikes, reducing the AI cooldown time and using a clear design language would probably make people feel less in need of that revorey insurance already. Important would be to actually advertise deviations from the standard path - so players know, how this mission is different. As an example, expecting the player to get that in your mission headshots kill zombies is a bit far a stretch when the player has played literally over a hundred other missions where headshots wheren't killing zombies. Such stuff would need explicit advertising because a lot of players would only be able to get that insight by accident or reading the spoilers in a forum thread otherwise. Death actually is the elephant in the room. The biggest ingame failure, players insure against by saving, is the death of the player's avatar. So that would have to be eliminated somehow. Technically, it doesn't actually exist right now either as the player can just reload. But that mechanic obviously needs to be replaced by something else if you want players to be confident that they won't want to load. Waking up in a cell instead of dying, just spawning in a nearby safe room, being left for dead but recovering a bit after the AI leaves the scene - all potential replacements for one or the other situation normally undone by a quick tap on the quickload key. There should be way more possible ways to replace that final game element (i just am not that creative). But the point is, that there needs to be a non-final replacement for that final ingame failure. And then there are other ways of getting stuck - on geometry, by going somewhere the designer didn't thought to be accessible, killing the wrong person or just by accidently throwing a key into an inaccessible gutter. These aren't that common (well, the first one is, but the noclip console command exists). But players, who don't save regularly, start doing so when experiencing a non-recoverable situation. So these situations have to be made hard to create or otherwise catered for. On the extreme end, it may be possible to create missions that exhibit no reason for saving apart from meatspace stuff like having to go to sleep. But you aren't fully against saves. So just having a sane autosave system can already do a lot to make the player save less. When the player enters a safe room and ther wasn't just an autosave - just perform an autosave. It signals the player, that this indeed is a safe room - and that you took care of his insurance already. If going the path of confidence, i would actually advice against using save items or manually activatable "bonfires". If the player thinks about saving, they will do so and just fall back to the (still available) save system, they have been trained use by all the games and missions that came before yours. TLDR: If you really want players to not save, give them the confidence that they won't want to load.
    1 point
  11. Flashout 3D: Enhanced Edition 100% off on Steam https://store.steampowered.com/app/2022780/FLASHOUT_3D_Enhanced_Edition/ https://slickdeals.net/f/16017946
    1 point
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