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Posts posted by Oktokolo

  1. On 8/16/2021 at 12:11 PM, duzenko said:

    Can anyone fork TDM (code and assets) and release it in Steam on their behalf?

    Looks legal to me. But you wouldn't even need to fork...

    You just need to claim responsibility for potential copyright issues.

    Obviously, nobody living in any western country (like me) would ever do that - except when he is either filthy rich or a lawyer specialized in copyright law...
    It is too risky for the generic dude living in a free democratic country where a single copyright law suit can ruin your life - even if you win in the end.

    • Like 1
  2. 13 hours ago, OrbWeaver said:

    No it doesn't. It was only recently that it gained support for PNG at all; previously it was just TGA, JPEG or DDS. Somehow I can't see a full SVG parser making it into the engine, although perhaps it would be an interesting way to design resolution-independent GUI elements.

    +1 towards resolution-independent GUI elements (don't care whether they are implemented via SVG or some other declarative language).
    Screens get more pixels, the GUI elements of the past look blurry on lowly 1080p (!) already...

    • Like 1
  3. 17 hours ago, OrbWeaver said:

    It seems like the highlight has exposed a serious bug in the line-of-sight check. That switch should not be frobbable at all through the top or rear surfaces of the desk. But perhaps the line-of-sight check doesn't (or can't) calculate occlusion by model surfaces?

    It doesn't look like a bug to me. There are countless coins and stacks of coins in missions, that are literally impossible to get a line of sight to. But you can still get them by "fumbling around" in the dark.
    I believe, that mappers made them well-hidden by intent in the majority of cases.

    It only becomes a problem when you add a bright depth-ignoring in-your-face glow to the regular (in this case invisible) frob highlighting.
    To mitigate the new frob highlight, someone would have to go through all the maps and look at all the frobable things. Sometimes adding frob-clip would be enough - sometimes a possible not-too-obvious line of sight has to be created too. The famous coin stacks in a cash box might be okay as they are though...

  4. 7 hours ago, MirceaKitsune said:

    It would be neat if for starters we could allow DarkRadiant to export the top-down view to a transparent png, so mission authors can then include it without having to draw their own by hand.

    Just in case, someone really implements that feature: Please go for SVG instead.
    Even unshaded, vector data is way better suited as a basis for making an ingame map.

    • Like 1
  5. A frob "highlight" is all about contrast. When its bright, adding more white really doesn't cut it. Gin's solution obviously always works, but looks ugly.

    The ideal frob highlight would brighten objects in dark environments and darken them in bright environments. It would most certainly not show objects hidden by geometry.

    Maybe, it could additionally increase the saturation of the object to "highlight".

    And if GLSL can do that, it would be nice to have a surrounding background blur instead of the glow as that would make small objects stand out more in front of "noisy" backgrounds - without being too "in your face".

  6. 21 hours ago, MirceaKitsune said:

    [...] I'll talk about the engine procedurally sketching its image from brushes and static entity models... per portal zone to generate different maps and switch them with area.

    As geometry doesn't change that often, the maps could be generated by dmap.

  7. On 7/20/2021 at 3:50 PM, AluminumHaste said:

    Overlaps with actual numbers in there:



    "Damage Dealt: <A> and received: <B>" could become "Damage dealt, received: <A>, <B>"
    "Times saved: <C>" and "Times loaded: <D>" could become "Saves: <C>" and "Loads: <D>"

    Also: What is it with the mixed title and normal case where "Dealt" is upper cased but "received" is not?

    And if we could aknowledge, that 16:9 or even wider screens are the norm now, the whole dialog might get a bit wider too (i assume that font size changes are not an option for accessibility reasons).

  8. 4 hours ago, lowenz said:

    Just make a law declaring police is uncorruptible so there is no curruption there 😛

    Don't need a law for that. As it is now, evidence about police brutality is just ignored. It works fine as long as the judges are corrupt too... 🧐

  9. Afghanistan, the Country two world powers failed to conquer while killing lots of civilians (and a few Taliban, but mostly civilians).

    Sure, lets bring in more troups, waste more billions worth of warheads and let drones drone over the populations heads day and night so everyone learns to love the occupation army.
    Guess that will teach them, that we are the good and they are (or just have?) the bad.

    Sure, the Taliban rape and kill women and children there. They actually do.

    But the reason they are able to is, that the whole region is a proxy warzone. Bring more troups and you just prevent that from ever changing.
    Admit defeat and stop giving other "islamic" (well, Russia is probably still involved somehow) states a reason to supply the Taliban weapons for the fight against the west (which only is possible to be done in Afghanistan, because the west is present there).

    Just leave!

  10. Not sure, whether Steam would accept TDM.

    But if yes, it all boils down to whether there is a volunteer willing to fight with the ultra-heavy-weight legal trolls owned by Eidos or Square Enix, which may or may not just be waiting for TDM to emerge on Steam.

    I couldn't fight em trolls even if i wanted to as such legal intermezzos can get extremely expensive. So if someone has that resources and is willing to take the risk, getting TDM on steam may prove to be surprisingly easy for them...

    • Like 1
  11. 11 hours ago, Klatremus said:

    The biggest problem I found so far is enemy reactions aren't consistent. They pivot their heads randomly and when they do, it actually changes their viewing angle. So you could be lucky sneaking through a room if the guard doesnt turn his head. This never happens in Thief. A good example is if you're crouched behind a counter and stand up visible in a guard's periphery. Suddenly after 2 seconds he alerts, then you reload and next time it might take 6 seconds. In Thief it's always instant or not at all.

    In that regard, TDM is modeling the more believable and less predictable behaviour. That probably is the reason for the lowest alert increase to not count towards the stealth score.
    But going for zero stealth score instead of zero alerts could be a way to mitigate that a bit.

  12. 14 hours ago, thebigh said:

    Fair point, but I can't leave it at the front door of the house either because the occupants will know it shouldn't be there. Maybe for things like this a good compromise would be to leave it somewhere nobody can ever find it again, for instance dropping it into an inaccessible storm drain or into lava.

    In missions like Thief's Den (where the way home to your safe spot isn't included in the mission), you can keep the evidence on you as narratively, you would get rid of it later before going back to your own thief's den...

    • Like 3
  13. 19 hours ago, thebigh said:

    One of the keys, a newly-manufactured copy of the front door key, was slid under the door for me by an associate after all my other objectives were done. If keys had been droppable in this mission, would I have had to return that key? A purist would insist, yes, put it back where you found it. But I argue that, since this is a key made for me by my buddy, it has no business existing and is evidence that I was there, and so I should take it with me. What do you think?

    Well, it is evidence, so you have to get rid of it. Under no circumstances should you have it in your belongings when the city watch comes searching for it.

    In general, my definition of hardcore ghosting would be: Apart from the fulfilled objective, there is no evidence (not enforced by mission design) that anyone was there.

  14. Legally, a script converting maps from other games to TDM wouldn't be a problem.

    But you would not be permitted to release the generated derivative works to the public without explicit permission by the party currently owning the rights on the original maps.

    The legally correct way to make such a script useful to the TDM player base would be to add a feature to TDM or provide a standalone executable, wich lets the user select the original map from their legally aquired local T1/T2/TDS installation and generates/installs a playable TDM map from that. The generated map may not be distributed or used in any non-private context (fair use rules apply in countries wich have them though, so letsplayers may or may not still be able to monetize their play time).

    For the probable case, that the script's output would not be playable without further adjustments or additions, such adjustments itself could legally be made available publicly as long as they themselves are not derivatives or contain (parts of) the original maps.
    Like downloading entire fanmade maps now, there could be map-specific patchset downloads wich contain commands and assets needed to make the conversion results playable. The player would still need a locally installed copy of the original game, but deriving a TDM map, pathing it and installing it in TDM would be automated so for the user it could be almost as easy as playing an original TDM map.

    Technically, Building such a converter script is a lot of coding work.
    It is highly likely, that the generated output needs further modifications to become enjoyable by the common TDM player - so that project would definitely need a mapper too.
    But generating the patch sets from the script result and the final version is a solved problem since the 70ies.
    So the hard parts are the converter itself and the post-conversion editing.

    Integration into TDM does not have to be present from the start to make the project useful to a considerable part of the community and get beta testing reports.

    As a player, i would love to replay the original maps in TDM too.
    For me, improved graphics and mechanics do considerably add to the fun and immersion while playing - and the mechanics can't really be improved in a closed engine.

    I hereby opt in as a beta tester.
    I own T1/T2/TDM on GOG and am able to use the command line to execute scripts for extracting maps and applying patches given to me. I might or might not be able to apply easy adjustments in Dark Radiant to the resulting maps and generate new patchsets from the result.

    • Like 1
  15. Apart from a huge fourth wall collapsing all around me, the mission is a nice and short mansion heist, with a welcoming touch of non-KOS guests. This time the blackjack restriction did not bother me at all, as the guests don't enter private areas...

    I someohow expected a way bigger second part of the mission though. Normally, the fun just starts when you discover the crack (or rather canyon this time) in the matrix...
    Could also profit from a tiny smidge more subtlety...

    The FPS where slideshow-ish outside and still pretty bad inside despite there actually not that much eye candy lying around (maybe its the transparent windows or there are unsealed rooms).

    Despite the huge FPS issues, it was fun to play as a blackjacking art collector on hardest.

    • Like 1
  16. As long as it will be playable on Linux (with Wine or without) i don't care about who publishes it.

    MS started hating Windows, so there will be no acceptable Windows ever again.
    I am moving my games from Windows 7 to Gentoo right now.

  17. On 8/25/2020 at 9:20 PM, chakkman said:

    Not sure what to think about it... I don't think they could have picked a more controversial character than Gollum. I mean... I'm not sure if I really want to play a disgusting creature with psychotic schizophrenia episodes. Strange choice, even for a anti hero.

    That could be anything from a hardcore first-person stealth-or-die to yet another light-stealth special-move-combat beat-'em-up LotR franchise like all the ones that came before.

    It is a shame, that game trailers do not even hint at the general genre of the game. Could literally even be a trading card game with scinematics between rounds.

    But playing Gollum in a hardcore first-person stealth-or-die would certainly be the best i could ever hope for.
    So i guess we can rule that out.
    Second-best would be a Styx2/3-like. But that would still be way off the mainstream (even though, Styx2/3 are console games).

    At least, a trading card game is also unlikely - so there is still hope...

  18. 3 hours ago, freyk said:

    garret in d3

    It isn't AAA smooth (and actually can't ever be with instant input reaction).
    But it is definitely good enough for the player shadow and would also improve mirror reflections a lot.

  19. Thank you for keeping updating this great mission.
    I had to download the update manually, but then enjoyed comming back to the shop.

    Obligatory nitpicks:


    - The lightning indeed makes the FPS drop significantly. But it is worth it.

    - Despite the front being absurdly well guarded, only player clip actually stopped me from boldly sneaking in through the front gate. There really is no reason why that small area in front of the gate has to be plot walled. The cave entrance is great and all - but taking the front route should still be a valid (although much harder) way to go. I verified ghostability from start to player clip and from inner player clip to delivery entrance gate.
    Another thing hard-blocking the front (and the water tunnel) route is the placement of the key to the inner delivery gate. Would be nice if it could be aquired by leaning or using a stick (if the engine supports that).

    - I like that the backtracking became faster by replacing the elevators with stairs. But getting rid of the keyhunt aspect (or just allow the front route, so the player can get the keys before needing them) would be nice too.

    - Auto-closing all doors is irritating and never needed (players are able to close doors). The map also is well designed and portalled. You could probably leave every door of the entire map open without significantly hurting FPS.

    - The spider webs are indeed looking like blurry rocks. I first tried to climb the animated strings of the spiders.

    - The table in the shack at the front entrance is floating.

    - There is some really stretched grassy dirt texture on the top part of the moat's wall.

    - The second wardrobe to the right in the officers' bedroom on the upper floor has its door texture shifted to the left.

    - There is a floating bag on the right side of the door leading from the kitchen to the gatehouse.

    - There is a scroll of impotence in the shelf next to the stone thrower miniature. It is collectible and when used renders the player unable to use any item or weapon.


    • Like 1
  20. 14 hours ago, Kurshok said:

    If you make your dick or tits big enough in character creation, can you choke someone to death with your schlong by garroting it around their throat and cutting off their air supply, or crush their skull between your tits?

    Sort of. You can't get that augmentations in character creation. But after leveling up the hacking skill a bit, you can steal the neccessary tech from a medical/military megacorp relatively early. Getting that installed is pretty costly though. And of course that tech is outlawed - so avoid getting scanned...

    • Like 1
  21. If objective A is the only active non-passive objective and the player already has enough information about where to go for it - then no further handholding is needed to guide him.
    So just make sure, that the player knows where he should go next and you really don't need to ensure, that he really does so.

    It almost never hurts to provide an alternate way of solving an objective.
    But if you have fallback readables telling the player exactly where to do what - please make them disappear if the player solves the objective without them and hasn't been near them before.

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