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Oktokolo

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Posts posted by Oktokolo

  1. I did think I explained it several times, but perhaps I wasn't careful and didn't choose my wording well in the other posts.

    Yes, you explained it in the first post of this thread. The wording was fine. But probably emotions on receivers' end where strong and had to cool down first. That can take its while and then you repost almost the same stuff and suddenly the problem disappears. Communication between humans sometimes work that way. I doubt that you could have sped this up significantly by using better wording.
    • Like 1
  2. MirceaKitsune: Archive this thread. It contains proof that the developers know about the implications of the GPL and also might come in handy if anyone really is moronic enough to do the mentioned false reports.

    I do not expect anyone here to really be moronic enough for that. But: Better safe than sorry.

     

    Edit: I really am impressed, how fast the Internet Archive has become. Last time the save-this-page-now feature took ages to complete. It only takes seconds for each page now.

  3. For those who do not want the original from google: There is also chromium if you are on linux (or want to keep it up to date yourself on windows). Cloud stuff, lookahead, asking strange servers about malware, DRM can be disabled on this (but some VOD services might require widevine to work).

    And on Gentoo, you can even pick and choose the stuff you want to get compiled in.

  4. Some of the TDM community are rather extreme in that regard. They will not be willing to accept, that anything they built touches anything that touches money - regardless how and why the money is there. No reasoning will change that. As i understand your situation, you would only be able to please them by not building your mod (or by trying it without monetization and never finishing it because of practical constraints - so yeah, not building it).

     

    I would expect, that they had fun building their stuff and had fun using the result. In the end it is about fun (we are still speaking about games after all). It is hard to have fun, while starving and it is much harder to get anything done if most of the time and energy has to be spend to make ends meet. So go ahead and build it. Use time and energy for the real goal. Get paid for what is fun for you and brings fun to others instead of wasting time and energy for some bullshit job.

    It is not a zero-sum game. If you do it no one really loses anything but you and the future players win.

     

    Reputation-wise, non-extremists will in general not care about whether you accept donations or not.

    • Like 1
  5. What we do here is a choice.

    Of course it is. And it is your right to not take any money for anything. My text might have sounded like i would try to force you to take donations. Sorry for that. I did not mean to force you to do so.

    I merely think, it would be a good idea to do it. You obviously don't and that is fine. You are completely free to not take money for anything. I am with the GPL on this one: It merely allows monetization and prohibits the prohibition of monetization. It does not force you to monetize...

  6. It really surprised me, how non-FOSS the mindset in this thread is. TDM would not exist without id Tech 4. And its engine code would not grow without a free license on the engine. There are tons of licenses that id software could have chosen for that engine. I doubt, that they chose a free and viral one in accident.

    Please all consider, why they chose one, that allows game devs, game designers and mod makers to make money by doing what they like most - working on games. I would do it if i could.

     

    The site, devs and modders should have gotten donation buttons from the start. But it is not too late. Just get your buttons and arrive in the present where people are not ashamed anymore for getting donations for good work they donated to the community.

    • Like 1
  7. id software did not prevent anyone from reselling their engine. With the GPL they even chose a license, that explicitly allows that (LICENSE.txt in TDM folder, line 292).

    So i assume, that id software is fine with other people using their engine for getting money for food and rent.

  8. This the one mission i would use as the perfect example in an automapping feature request thread!

    And they might not have anything to eat. But they surely still have lots of electricity and torches. This is one of the most lit missions (after "Swing" and "Reap as you Sow"). There are electric lights and torches everywhere.

    That said, i love the garden and daylight-casting windows. The geometry is believable but i constantly got lost.

     

     

    Difficulty-wise it was not that hard to ghost around until stumbling over the weapons on the top floor (it felt a bit lengthy though). After i got the blackjack i (as always) blackjacked everyone and searched the place room for room - that proved to be rather time consuming because of the sheer amount of AI and rooms.

     

    But i never found any lock picks or the key to the sewers so i noclipped through that door as searching the whole place again seemed to be futile. I wonder, where that key or picks could have been...

     

     

    I think it is too big. But the lighting was beautifull and i had some fun.

  9. It might be best to make that player ear an entity that is bound to the player's head bone by default. That would ensure maximum scriptability of that feature.

    Actually rebinding the ear to a camera would be three lines (a bind followed by setOrigin and setAngles). Of course one would probably get and store the current (relative) location and angles before rebinding the ear and would restore that values after rerebinding it to the player. But that still would be rather trivial code.

    And if we would get helper events on that ear like bindOA(entity newOwner, vector origin, vector angles) and rebindToPlayer() - wich would just rebind the ear to the player using the defaults for origin and angles - rebinding and resetting would each be possible with one line of code - making the functionality usable with function targets.

     

    And if one could also create another such ear by script and place it somewher and then mix both ears' recordings together, it would even allow the realistic door leaning i mentioned above (in stereo with one channel mostly beeing the sound of the other side of the door and the other channel beeing mostly the sound of the room we are in).

  10. I am not sure, that it really is only about authors that want to make conversations un-missable. The other use cases are not strictly about conversations only.

    And there surely are even use cases for mixing the sound at the real player location with sound at (at least) one other location. Even in the case of door leaning you certainly would hear the sounds of the room, you are actually in, in full volume too (although that would probably make no difference for my play style it might help other players to not getting surprised by silently approaching guards).

  11. A use case for temporarily moving the effective location of the player's "ear" outside of conversations or door leaning:

    The bigger pre-electric naval vessels had a communication system between machine deck and bridge consisting of sound propagating tubes. The captain/engineer could ring a bell at the machine room/bridge by operating a lever connected to a bowden wire connected to the callee's bell. Then the other person would listen to the funnel attached to his end of the tube and hear what the "caller" has to say.

    The player's "ear" might be temporarily moved to the other side of the tube while frobbing such a sound propagation tube funnel.

  12. Main quests are best to be ignored as long as possible in open world RPGs. There has to be one because else the casuals would not know what to do. But almost all main quests are absurd and annoying. In Skyrim i even used a mod to get rid of the main quest completely - so i do not have to fight dragons every five minutes.

    So whenever i start to play a new open world RPG, i identify the main quest so that i know what to ignore. Most of the time i do not even try to finish the main quest after i am done with everything else.

  13. The forum is oddly configured in other ways too. That it actually increases file size by shrinking the image is just the ironic icing on the cake.

    Disabling processing of attachments in general and dropping the absurd restrictions on file size and type too would be a good thing to do. You can't even post an untouched game-generated screenshot or a small test case PK4 as it is configured now. I already saw a lot of bit-rot because of the resulting need to link to more or less shabby OCHs instead.

     

    Also allowing to search for other terms without having to wait another ten seconds would probably change the search functionality to something that could actually be of use.

  14. One more or less subtle thing that changed between original Thief / Deus Ex and latest Reboots: Geometry was discrete brushwork back then and is modular now.

    At least in Thief 4 (newer Deus Ex titles are designed like cover shooters, so the odd level layout is much more obvious than the geometry reuse) it contributed to breaking the immersion, that i learned to tell apart the modules everything is built of shortly after the first mission.

    They did a great job in building a huge city. They considered different play styles and seem to have used the current believes about good level design. But their building blocks are too big and they got too few different modules for drawing player barriers relative to the count of modules the player can see in every area. Also because of modules the grid is a bit in-your-face in a lot of places.

     

    More obvious is the trend to replace smooth game play with canned animations. One does not simply open a door in the newest thief. You go to the door, trigger the open animation and wait until that animation completed. Same for opening furniture. We all know and love how the Darkmod handles that (and if there is a way to change mantling from an animation to a state, so we could have non-Garrett hang at ledges, it probably should be done). Animations get boring very quickly if you see them ten times when looting a room (frobbing by hand also feels more rewarding and less disconnected).

     

    Gameplay-wise i do not know why they decided to make traps only disarmable by triggering a cutscene on a gear-box in the newest Thief. You always had so much more possibilities like using objects for blocking or triggering the traps, jumping over the triggers or standing at the side of chests while opening them. All gone and replaced by the wirecutter cutscene. And that damn wirecutter is not even hard to get. They seem to have removed gameplay for no reason.

  15. Some other people addicted to 7 Days to Die also got addicted to Factorio. I am not so sure, wich one is the more addictive one...

     

    Regarding testing the visual layout of your buildings: Build the "wireframe" with frames first. "Fill" the frames when the silhouette looks like something you want. You can pick up the basic frames (wood, cobblestone, rebar) up and reuse them as long as you do not start to upgrade them with material.

     

    And try the blunderbuss as a horde defense weapon. Ammo needs no brass, only gun powder paper and lead.

    When not defending against the horde, try to not use your louder options (but collapsing buildings by undermining seemed to be fine). Go for arrows or crossbow bolts (the latter has to be unlocked by finding and reading a book) instead of gunpowder weapons. And do not overuse your forges. Creating too much noise or pollution attracts zombies - some of them may be screamers that attract even more zombies when they see you.

     

    Addiction does not depend on IQ. But the quality of the made-up excuses does :P

  16. The high tower should be still possible with some tweaking. But it is no fun anyway. Go for a defense on ground level.

    A good defense is a cage made of 50-wide cobble stone (later reinforced concrete) pillars. You can shoot and club between the pillars. At least one zombi can spit acid - so make sure, to build additional cover inside the cage.

    When zombies are about breking through one side of the cage, lure them to another side or retreat back into an inner cage.

     

    Gardening worked for me, but it has been a while since i played. And it does not work on sand (except for yucca iirc).

    That banana-shaped yucca fruits are only good for one point of nutrition. Eating them is a waste in comparison to converting them into yucca juice. Try to hunt and loot food. The desert is a good starting area but it misses fertile soil (although you can recycle flower pots for that).

    Do not forget to (re)plant trees on appropriate soil too.

     

    And yes, read the forums and wiki. The game is in development and will probably still change a lot.

  17. Yeah, collapsing buildings does give much less resources than mining from the top down. But you can't beat the resources per second the method provides.
    Before switching to undermining, i only stripped buildings from some furniture and plumbing. But with undermining i can get enourmous amounts of stone wood and iron from an urban area in short time.
    Don't know, whether floor-wise collapsing provides much benefits resources-per-second-wise as it is often much easier to mine the dirt below the ground plate than it is mining the walls of individual floors.

    There also is the fun-per-second metric and collapsing entire buildings at once surely wins that ;)

     

    Regarding supply crates: Play without them. You do not need them anyway. Even fixed-size Navezgane has plenty of stuff. I mostly played without item-respawn too.

    Just select longer days instead and prioritize self-supporting gardens after basic fortifications (i prefer augmenting a POI with some cobblestone pillar fencing) and making enough arrows for the 7th night.

  18. I see a tower of what looks like iron frames cubes - unlike the iron frame but similar - I f I were to topple this what would happen to the surrounding structures or myself?

    If you undermine a structure made of metal, the resulting debris will be scrap metal. If it hits you while falling down, that will hurt a lot. Just make sure that you get away quick enough and everything will be fine.

    Other structures are not directly damaged by falling debris. But the debris of course adds to the mass of anything it falls on. If you want to keep surrounding structures make sure they are well supported.

    • Like 1
  19. They were never implemented in the core mod as they are unfinished.

    There's a special fork with these changes in them, but they only run on TDM 2.04.

    The videos suggested a pretty usable state. There seems to be a glitch when submerged in water. But it still looked very playable. Sad that it silently died in a test branch long ago.
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