Jump to content
The Dark Mod Forums

Sotha

Development Role
  • Posts

    5664
  • Joined

  • Days Won

    134

Everything posted by Sotha

  1. Yes, indeed. It is awesome! I guess I need to write some dialogue for the WIP, then..
  2. The forum is poor for passing files around. People usually use google drive, dropbox, zippyshare or similar.
  3. Welcome! The samples on your site are most impressive! How much are you willing to contribute? Are you interested in doing just some small mission specific stuff for fan mission authors or are you up to contribute an entire vocal set for a new AI personality which would go to the core mod?
  4. Looks awesome! A little progress report on my WIP: A 10 room mansion heist with a new protagonist. Play time probably 30-60 min. I am aiming for a newbie-friendly experience with mostly simple patrols and reasonable AI density. I am still considering whether the protagonist is able to pick locks or not. Current state: Basic geometry 100%, detailing 100%, AI&paths 100%, plot 80%, objectives 30%, readables 30%, briefing 30%. I was hoping to release the mission shortly after the new TDM version rolls out so that the folks get something new to play with the new version.
  5. Nice! Are those going into core mod or will it be a separate package the mapper needs to add to their mission?
  6. I had a mapping binge yesterday, and I have to say this is a brilliant version! I especially liked the arrow highlights when choosing path nodes, makes patrol placement so much easier. Excellent job!
  7. I'm glad I'm not cleaning that house....
  8. I've never seen any problems with it. Did you do as it says in the wiki? I've done many exits in my missions and all they have worked. http://wiki.thedarkmod.com/index.php?title=Objectives_Editor#The_standard_.22exit_here_when_you.27re_done_objective.22
  9. The style is difficult. I think many FMAs make sufficiently excellent visuals these days, and I cannot prefer one over the others. Most FMA's for DesignMoonbo for storyGreyman for Gameplay - no doubt there.
  10. Thank you very much, greebo! A great service to the community once more! :wub:
  11. What if the shooter fires a gas arrow instead of the gas effect/result? "atdm:projectile_gasarrow"
  12. Back to basics: I've been playing Hitman: Codename 47 again. They don't make 'em like they used to. I love the brutal difficulty and no saves. It really makes me do whatever it takes to get the job done with minimal risk.

    1. Show previous comments  2 more
    2. Cambridge Spy

      Cambridge Spy

      I can beat it in under 5 hours.

    3. Sotha

      Sotha

      Yes, it is very easy once you know the missions. AH, hitman 1 does not penalize at all killing every single enemy combatant, so you could make stuff really easy for yourself. Just discreetly clear the area you want to operate in and so forth.

    4. Baal

      Baal

      I tried to play the second one a while ago, and I couldn't get into it. I wanted to play stealthy and it wasn't fun at all this way.

  13. Initiate media circus countdown!
  14. Holy cow! And they even mentioned Thomas Porter chronicles. Yay!
  15. ...and we are back! Thank Cog! Thanks for fixing, who ever did it!

    1. Bikerdude

      Bikerdude

      That would be Young Taaaki are Server supremo.

    2. demagogue

      demagogue

      Thanks Taaaki! It really made me notice how often I stop by at least.

    3. Ladro

      Ladro

      I was terrorized when I've seen TDM page down :-(

      I quickly jumped (returned) to see any news on TTLG, after some years, just to get some news on the Volta FM (IMHO a masterpiece!)

  16. It is great that we have the possibility to make the AI notice stolen items. They present the player some interesting choices: should I steal this now? Should I steal this at all? It gets more difficult when the AI gets alerted. The problem with the missing items is this: how to convey to the player that this item is so important that the AI will notice its disappearance? The players lose the decision making if they cannot know that this item will be missed. It is annoying, if the entire house will be alerted because of that plate you stole. Consistency is required. My solution is simple: if item is not on display, it will not be missed. If it is on display, it will be missed. I made a nice display case. If an item is in such a case, it's absence will be noticed eventually. I'll add a lock, too. Juicy loot! Will you steal it? If you do, the AI will know someone is in the house. Guards will be more alert. Sleeping guards will be roused. Decisions, decisions...
  17. Is it known that pre8 seems to forget shaders randomly, but rarely? Behold: Left picture: I started DR and looked at my WIP. Some textures are missing. Confused, I shut down DR. Right picture: I restarted DR and now the textures were there. Mysterious. EDIT: I restarted DR five times now, and the textures were okay always. EDIT2: I restarted the computer, ran DR again, and still the textures were okay. Reloading map did not reproduce the issue. EDIT3: I cannot reproduce it anymore. Other testers, please be observant if you see it too.
  18. Yes, appears to work as advertised on sleepers, too. Thanks! This makes it much easier to handle sleepers.
  19. Thanks for the replies. I've done behavior like this before using the objective system to catch the AI alert. That always felt tedious and clumsy way to do it, so I was wondering if someone has figured out a more elegant solution to this. Dragofer's proposal looks most facile if it works. I'll test it and report back here.
  20. So, what is the current style to get this kind of behavior: 1) map starts -> AI goes to sleep. 2) AI sleeps and does nothing else. 3) if the AI is alerted so that he gets up from the bed, he gets a patrol route and does not go to sleep anymore. Thanks.
  21. I've moved from pre4 to pre8 now. Didn't spot anything to complain about pre4. This version of DR is gonna rock! Thanks greebo!
  22. Hello! Sharing is caring! I wanted to show the opening scene of my new WIP. Release is hopefully by the end to summer 2016. Something new to play as a reward for the fine folks working hard for the new TDM version (which I am very eagerly waiting...) And everyone else, of course. It will be a small, hopefully easyish, ~10 room mission based in a mansion.
  23. Welcome! What the gentlemen before me said. And I have the habit of giving new mappers this piece of advice: Start small. Make a small map first. While mapping isn't very difficult technically, and everyone can learn it, there is plenty of stuff to learn. It is easier to start with a small project. After you've done that, you are ready to start a big one, and are unlikely to make beginner mistakes.
  24. Me too! Heartwarming. Thanks guys! TDM missions are probably not that well known in the TTLG community.
  25. I think the rationale went so that undead in TDM is not affected by light, because they have no physical eyes. In Thief universe, the undead are supposedly creatures of darkness and night, and thus bright light hurts them. I guess both point of views make sense in their own way.
×
×
  • Create New...