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Nico A.

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Nico A. last won the day on March 28

Nico A. had the most liked content!

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About Nico A.

  • 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. Good motivation for me to finally try to make a mission.
  2. Ah, I had in the back of my head that I seen something like this. Thanks! I'll check it out
  3. Just saw this on 'Tube. I am curious. Has anyone thought of/tried/done TDM mapping using this wave function collapse algorithm? For those new to the algorithm, here is a good quick description:
  4. Absolutely beautiful mission. (And I hear even campaign? ) I also was a little stuck at the end of the first mission, but got it eventually. Now looking forward to the rest!
  5. Not sure if mentioned before, but IMHO this artist's music would be very fitting for a Thief-style game.
  6. THanks a bunch
  7. Hey all, I just found this: https://github.com/ordohereticus/TheDarkMod is this known and would you say it is safe to fork from? Does it keep its promise to be (somewhat) synched with TDM's SVN server version? I would like to screw around with the source code a little bit, but would prefer not dig into SVN for now, I barely got a hang of git.
  8. My condolences for the community.
  9. Ok, I see. So you mean there is no linear relationship between "player aptitude" and "loot collected", but for example logarithmic, or a step function, ... (or sth more complicated). However, I think that in any case it is almost always a positively ascending function: Finding a really precious piece of loot, however nonlinearly distributed, should usually be due to player aptitude. Sure, something really valuable could be randomly placed somewhere and only 5% of players are lucky to find it by chance, but why not reward them also? Well, not necessarily. Loot carryover could be made optional. Missions could start with the same amount of gold available irrespective of the previous' missions loot collection. In other words, this issue of loot carryover could be ignored completely (by setting the gold at the shop stage to fixed values) and there would still be a benefit IMHO regarding the thrill/immersion of playing a string of thematically associated missions (where seeing the next and progressing the story depends on the successful completion of the prior mission). So, in this case, there would be almost no change to the missions at all. (The savestate issue still remains tbh.) So rather than considering the loot issues a showstopper, I think it doesn't need to be considered an issue at all. That's true. I'd consider CMP as a irregularly updated "snapshot" for new players. Something along the lines of the unoffical TDM downloader - offered on the page to make life for new players easier. As a new player, I'd find it superweird to see the column with S and C on the mission downloads page - and C barely used even though there are clearly campaigns. I was confused at first and still am a little bit tbh. Definitely. I think it should be up to the campaign creators whether they want this or not. As for the benefit I'd like to disagree. I think it makes playing the missions way more attractive for new players. Again, I don't know if there are any right now and what the overall state of TDM is.
  10. I don't quite follow regarding the balancing difficulty. Wouldn't this be solved by following the below suggestions? - offer a separate Core Mission Pack ("CMP") (for new players mostly, if there are any RN), which include ready-mapped campaigns, .pk4-zipped together retrospectively. - a Development Mission Pack (DMP), including unzipped, uncompleted campaigns, for TDM enthusiasts (arguably >95% of all players ). So this is the default one that already exists. As the name suggests, this offers the most up-to-date mission list, with unzipped and incomplete campaigns. - this zipping-together for the CMP campaigns could be done almost automatically, except the loot balancing. For that, mission authors would first need specify an easy amount and a near-impossible amount of pre-shop gold available for successul mission completion. The more narrow this range, the easier it would be to specify. These min-max values are then transformed based on the possible min/max loot from the previous mission via variables and/or described in this section. Watcha think? I had a quick look at the 146 entries and it looks like they are rather easily discernible, mostly with the syntax "[campaign name] [number] [mission name]". What did I miss and/or what do you suggest?
  11. How time flies... I just spent an hour looking a bit into things to get a rough overview. Here's the "progress": - read the thread again to re-aquaint myself with the state of affairs - downloaded No Honor Among Thieves and compared the files with the campaign tutorial I think the tutorial is rather straightforward and seems to include most of the functionality discussed here. Next I will try to set up some dummy missions myself and play with the values. Also I'd like to get an overview over campaigns that are completed and could be bundled together retrospectively.
  12. @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 demagogue said.
  13. 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 style seems heavily TDM-inspired (though really unpolished still from an arty perspective - I think menus / GUIs are still placeholders)
  14. 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 to be dead. I didn't search further about this yet.
  15. 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.)
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