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Nico A.

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Nico A. last won the day on March 27 2016

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About Nico A.

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    Member
  • Birthday 12/18/1990

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  • Gender
    Male
  • Location
    Germany
  • Interests
    Lucid Dreaming, Space Colonization, Qualia, Game Programming, Daydreaming. Actually mostly daydreaming.

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  1. @Darkpixel I might have a look into that, since that's a feature I'd like to see in TDM. My programming experience is medium at best, but I can give it a try. I'd give it 20% that there'll be a useful end result, my time and concentration levels is also not super high. It could help with motivation if we could team up and chat about some milestones. In my opinion, that would also be something for newcomers who want to have a better overview and want more immersion in the sense of a completed game. Nevertheless there should still be an option to download the missions individually, as demag
  2. Seems fascinating to me... It sounds like this individual is not really "known" in the TDM community? Did anyone talk to him/her about intention of this game? Do you know whether this person would accept help from an accomplished community building a medieval stealth game (the TDM community, that is ) - and if so, would some of you consider splitting your workload between TDM and this new stealth game project? edit: I just watched the first demo video. Apart from the running speed, which is hilariously off (way too fast), I freaking love what I see here... edit 2: The menu st
  3. So, here's another round of chronological talk about MP (I selected between and within posts, so this is no exhaustive or even objective representation of the discussion). Some themes that come up multiple times are: 1. Implementing MP is very difficult but not impossible, maybe an independent party could have a crack at it. 2. the theme of "frobbing" comes up several times (but I'm sure it's only one example of a lot of things that'd need tweaking) 3. "Thievious" seems to be (have been?) another Mod project in the style of Thief with MP in mind, although at least the link above seems
  4. The earliest MP-related posts in this forum. I only did a quick search and might missed important discussion points, but hopefully not. Will search for newer posts later (Disclaimer: selected for relevance IMHO and edited for conciseness - click on the quote's link to find the original posts) (... lot of talk about Nightblade so far. I don't know it, maybe I should also look into this.)
  5. Agree. My point above was not to point out a short-coming, but rather a positive point (i.e. no need to offer just one mode). Anyway, I might as well get started forking (not even sure if that's the right term, that's how noob I am) TDM and start crafting about. Don't imagine I ever finish, but I'll try to keep it orderly in case anyone wants to ship in/take over.
  6. I agree with your post almost 100% except for this point. I think your falsely equating coop/comp with friends/strangers-over-servers. How about you make an appointment with friends and still have a competitive mode - namely when it is not shown/known who plays which character in the game? Think the werewolf game, for example (or any semi-cooperative game for that matter).
  7. Good point! I guess when tackling on such a task, one needs to find different rewards whilst doing it. Like, completing a project that has taught a lot of programming/server/... lessons on the way. So then, even when it becomes a ghosttown, it was not all for nothing. Also, the way I imagine is not that people meet randomly on servers. Rather, I think a few people make an "appointment" in these forums here and then 5-15 people play a map maybe once a month or so. That's how I imagine it, again, I could be completely off (I have no experience on which to base my estimates on).
  8. What specific technical aspects make TDM most feasible for a TDM MP version? This questions sounds strange I guess. But as OrbWeaver pointed out, TDM is optimized for AI and visibility depending on static/dynamic light (reflections). So of course, that's needed in your coop description. But in your competitive style MP idea, is there also AI? (Again, I have no MP experience in general ^^) And on a related note, how ensure that real-player guards experience the same visibility that the thieves' light gem indicates? I guess light settings in the game have to be really low? Or should the thi
  9. @OrbWeaver this makes a lot of sense, thanks! I heard about Thievery before, don't know why I never tried it... let's give it a shot! Ok then, since I agree that the TDM engine is not the most suitable for a MP project, this thread can be moved elsewhere I guess. But please don't delete it
  10. Okay, I'd like to throw in one idea. Open the spoilers for several disclaimers. Imagine 1. a real-time, online Multiplayer for Dark Mod (or similar 3D-first-person-medieval-theft-style game inspired by thief) 2. every real person has an account with a virtual money balance as acquired by playing the game 3 however, if one's virtual character dies, so does the account, and then the money is gone. One can decide to start fresh with a new account though. 4. top players and their accounts are listed somewhere on the games central website, bla bla bla, so there is motivation to have
  11. I'm working through this tutorial: http://wiki.thedarkmod.com/index.php?title=Roads But the alpha patches and the grass/road textured patches are z fighting instead of blending. What is the one important step/parameter/... so that the alpha patch leads to blending?
  12. Ah, I didn't knwo there was something planned already. Would be sad if this third mission wouldn't see the light of day, so I hope someone experienced offers his/her help.
  13. I never finished Saint Lucia before now (since I couldn't find the entrance to the church that wouldn't hunt me down). But I have to say, THIS is the best TDM mission I played, especially after you made it easier. It has everything, the vertical design with the amazingly beautiful sewer section, including the lowest depths there that really made me shiver. I don't 100% like the slum section in the beginning, though extremely beautiful and detailed as well, it feels really linear. It would be awesome if there were two or three houses you could walk around or something. I also had trouble openin
  14. I kinda ran into that issue before, but the tdm_update.exe doesn't seem to behave properly: it just downloads a file of size 1.5 MB, then asks to restart and repeats this again. I then did the following (now it works, but I don't know which of these steps were necessary): - I deleated all files in the darkmod directory - I downloaded a new version of the updater - When the button asking for a Restart appears, I go to the directory instead and run the file _tdm_update.exe (instead tdm_update.exe) I just thought I let you know about this.
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