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teh_saccade

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Everything posted by teh_saccade

  1. I figured it might be that the wick is still hot and the rum reignites it.
  2. Any idea how this guy lights the candle at around 2:08? https://youtu.be/7p_NUEn7F_g?t=2m8s
  3. Wish for thief 5? That is was thief 4 and called called something other than corridor-thi4f / dishonored clone, but there's no changing that now... All I know is - considering it's square enix (lord of all things square), probably montréal - it's bottom of my to-pirate list. Hitman went from being a great game to being... what it is. Batman is more of the same, but more complicated and with more stuff and I don't have time for all the stuff. Same for Assassin's Creed. Deus Ex went from awesome to kinda ok to pretty square enix (all things square) decent to I'd rather play Lara Croft now, thanks. Farcry peaked at 2 for a stealth game and went kinda downhill as consoles became focus - less stealth, more action. Splinter Cell... that got decent until post-Playstation2. The rest of the franchise was more action focus. MGS became a long, complicated movie and no-one noticed I hacked my way into the top 50 of the leaderboards until I told them. Actually - Maybe if they got Clint Hocking (farcry / splinter cell) involved and didn't turn it into a dishonored / deus ex / square clone II, flavour: thief and allowed total level freedom with Mirror's Edge-like movement... Nah. Garrett died at the end of T3. It's about money. Stealing is liberation of sorts. Modern games don't often offer this in the same way, along with the narrative, the environment, the lore, the aesthetic, the immersion... The only thieves involved with T5 will likely be the corporations. Fkn franchises... Hopefully this is all movie buzz and not real.
  4. Unfortunately, it does not resolve the problem of having hours of gameplay to trawl in order to find a moment, since OBS appears to dump files much as FRAPS, rather than cache a decent amount of time for immediate capture. Life's too short to be trawling through hundreds of gigs of video files for a moment. It's like searching every porno site for a jizz-flick that looks just like the girl you fancy atm, instead of just buying her a drink and being nice. OBS' replay buffer doesn't seem to yet a contender.
  5. Didn't think about things like shops and loot and the like... Guess it's something that is easier thought of before rather than after. Glad I discovered the campaign thing before. Appears many didn't.
  6. TL;DR - any press is good press, so long as they spell the name right.
  7. I'm unsure as to what you are asking, wesp..? (spoilered so Bikerdude doesn't have to)
  8. This next mission is one I have never seen or played before - Full Moon Fever by Spoonman. Please bear in mind that I'm not trying to show bad things here... my purpose is to highlight some things so that (as mappers) we can learn from each other and the missions we make, in order to better make missions. I'm not trying to demoralise or show that this was missed or that bit's broken or this part's borked and if I do this and this then this breaks... I'm simply trying to learn by having fun. Highlights include: Getting stuck causing a restart in the first 2 minutes of play, some smooth action when "don't panic mode engage" (didn't climb on the stables for a jumping knockout, using the gates, but, had a bunch of arrows on "no kill" objective...), some places to fly silently and faster, using clipping models for grasses, a sneaky way onto the roof of the mansion, another place to get stuck (bad one), why this mission is a good one for the "no kills" objective - since it has so many alternate routes - how to "KO" the "unKO'able", aka the dangers of having more simple, circular patrol routes for key characters and - how to KO everyone in the mansion in the same room in a few minutes (so long as you don't mind a slightly higher stealth score): Still not finished the mission as I'm constantly finding new routes and passageways and secret stuff and loot I missed and I LOVE rope arrows - so I'm taking my time. I like to rope arrow up high above a light and when the guard comes to look at the rope drop down and conk him on the head. If the captain (no arrow in face, no KO, difficult sword fight) in this mission had a patrol route similar to the key-holder in Springheel's speed-build mission, that changed depending on where the player was, or had some random things to do so he was unpredictable - I wouldn't be able to trap him in the basement so quickly and easily. Considering he's a "key" character with a key - it's a shame he was so easy to defeat with the props available near his patrol route: Here's a wiki that is relevant to such an issue (as I use this exploit/block doors often to stop patrols or to ensure I'm undisturbed when searching a room, IF the props are available): http://wiki.thedarkmod.com/index.php?title=Path_Nodes#How_to_Make_AI_do_Random_Interesting_Things_.28RIT.29 // it's also possible to "retarget" the decision node so that it might be that a character would display highly unpredictable behaviour when entering a room / corridor / part of patrol, etc..., until the "leave room" is targetted and the AI moves on with their patrol or whatever. However, they can get stuck there forever... detailed article here: http://wiki.thedarkmod.com/index.php?title=RIT_Networks
  9. It's kinda discussing how to use Steam to provide more coverage for TDM using different methods on Steam - i guess it warrants its own thread but - idk if it's worth pursuing further, considering... All very well being number one on greenlight but if the game can't get on Steam due to all the incorporation and costs and stuff, and this was an opportunity to expand the game's player-base or re-garner interest - missing out on the opportunity / zeitgeist might be a shame. I got nothing further to add, was merely responding... No-one else seems to be coming up with ways to further TDM on steam while "it's a thing" and it's not gonna "a thing" forever... I'll go sit over in the quiet corner for a bit.
  10. Let me finish a basic campaign before getting me to start messing with stuff like this, Obsttorte! I've only spent a short time on DR and stuff, really, compared to the rest of the people here (also - I already messed with them and had to rename the backups a few times so far...) // Also, your name always reminds me of chocolinastorta, which is one of the best cakes in the world.
  11. CLONE FACTORIES!!! // That helicopter over the water tho... v nice. // Sometimes seeing great things can uninspire people and there's a good quote that serves me well when I feel this, "If you have a voice that tells you that you cannot paint - paint and this voice will quieten", van-gogh or someone.
  12. I think he means how to mtr to make the skybox appear less reflective on an object, which would usually be a case of reducing the metallic and smoothness of the texture. Which I'm guessing in TDM would mean re-making the .dds for the texture, bespoke, and not anything as simple as a line in a texture's materials.
  13. Since watching all Springheel's videos on his speed-build of A Matter of Hours, I decided to give it a good play-thru today and figure if I could complete it at highest difficulty. This is one of the few levels that probably took me longer to complete than it did to make. If you want to cut to the Expert level run, jump to 10-11 mins (the first half is me murdering everyone, complaining that there's so much to climb upon but I can't climb a damn thing, trying to find a way to block in or aerial takedown the torch guard, watching the guards get stuck in loops and) and towards the end of the run, how noisemakers don't appear to be working the same (or maybe my footsteps over-ride them now), some bodies becoming non-interactable/teleporting (again?) and finding a new TDM glitch whereby I can get the AI fighting and killing each other... Also a few other tricks I use to trap AI in cushion forts and doorwedges and chokepoints so I don't have to deal with them: Now, inside the video are a few suggestions and comments regarding speed-mapping. These include things such as - the first comment regarding, "hey I found a place to hide loot but there's no loot" and about using speed-build as the base-mission to build upon a fuller mission with greater detail and further context - such as including a plant-pot or pot or something for the ever-spitting guard to spit into. To be able to use the numerous other grates instead of doors... A small touch that would add character to the space, place and person. The expert level was extremely difficult - I am going to rip it to pieces to find out how the AI was randomised and player-dependent as it was, as it was probably the best pathing that I have encountered yet in TDM - it was really good, caught me out so many times. I did not enjoy the extended lurking time to "ghost", nor the lack of escape routes - if I was caught, I'd have to run the whole level in circles (dodging blades and arrows) until I found a place to hide (usually the bed or the starting grate) and then basically go off and make dinner and come back before any AI was close to calming down. That's why I made a save game. I'm not usually a quick-save/quick-loader, but one section really needed it because I was getting very, very frustrated at not being able to do it. It was a good lesson in how an author's playstyle might become part of their mission [if hurried] and with scant feedback or external testing - do this, then this, then this, sneak here, wait here for this guy, pick this, etc... and it is one I recognise in my own designs - I make levels in the way I want to play them, but I also try to account for other playstyles and this makes it very difficult to solve all the problems. Can't please everyone... "Three ways to play". but there's more... This was particularly evident on expert level, which was the most fun - as the objects needed to progress were given up just before they were needed (like crystal ball magic) and I found it absolutely impossible to grab the items under such bright lights without being spotted and killed after many, many tries (so many...), since i could not defend myself and could only KO two people (who perhaps ought to have been an archer and someone else, thinking of it... as an arrow now works better than a noisemaker at drawing attention, and there were two to pickpocket...). I very much hope that speed-mapping (which, of course, requires hundreds and hundreds of hours of actual mapping to gain such level of understanding and familiarity) does not catch on as a way to quickly release a small, untested level and is used as intended - but remains as a tutorial method by which to improve skills and familiarity with DR and take the plunge to start mapping an FM... before all the scripting and readables and definitions and more complicated stuff comes into play... I certainly learned a lot from the video series and I learned a lot more by playing it (I'm gonna steal that AI pathing when I rip the pk4 open later). I'm including it in "i like missions like this" because I did like it (because I'm a masochist) and enjoyed finding the "get the AI to kill each other" moments and "the tango" and a few other things:) However, I think the 50-odd times I have now played it over the past few hours will mean it will be a lonnnggg time before I decide to give it another whirl
  14. Some ppl say play-testing can turn a fun past-time into a daily grind - but i've never met a game that wasn't fun, even if I hated it, because (apart from the paperwork, which can be no fun if you let it pile up or don't get it right) - there's always the thrill of discovery and the fact that your daily mission is to boldy glitch things where no-one has glitched before. Those offices are missing far too much dandruff, coffee mugs and are way too bright to be real... They musta put on their Sunday best for those videos, Anderson - at least had a shower... -- Hey Judith - you know Helder Pinto has only been working in the business for like 10 years or something..? Idk about the blizzard stuff, but I know his work with cryengine - some ppl dedicate themselve to a singular way.
  15. I'm leaning towards, "if you gotta ask, then you don't know", Obsttorte // and idk jack and it says, "guru" in your title, so... you know...
  16. This bit about the "vote of zombies" was a joke - but I forgot the :> sarcasm smiley. Guess campaign... it's like using #str and stuff for localisation - most won't bother and the some can't hold it back. 80s' remain 80s'.
  17. Having played it this afternoon - I've picked your mission to break next, Springheel and, after encoding and upload will include it in the "I like missions like this..." thread, along with short, encouraging/suggestion discussion regarding speed-build as a start and not as final for x reasons (even found a few new glitches and have displayed some exploits that I use [perhaps this is not a good idea, as usually they are patched or require creation of world object to replace for function]). Even completed it on expert (although only on challenging AI behaviour), but had to save once as it was so freaking difficult at this level. All those packages tend to do this if messed with in the version I downloaded yesterday. But perhaps I interact with them in a different manner to others. I must say - the AI pathing differences between easy/med/expert diffs. is probably the best I have ever found in TDM FM's - it made the game very interesting and it is something that I hope I see more of in future. Many surprises and unpredicted encounters. It took dozens of attempts to complete it on expert: A Matter of Hours (of frustration).
  18. The latest GeForce experience, dated 05/05/17 and associated drivers appear to have ironed out any creases - it works very well for me now - changing the cache directory to be an SSD that does not contain the game has improved performance impact to the point where idk it's even running, bar the icon. FRAPS has for... a decade? always proved to be very difficult and time consuming to work with, due to the naming and number of files it can produce, as things such as DSR and resolution of software and game increases (even filling up a 2tb hdd on long play). I will try OBS for long-play record and go back to on-screen timer and notation of this for event, as this was what I would use for streaming - however... Not streaming for public, as I have said, screenshare or steam-broadcast is a good option. Thank you for the advice. // my concern is how to broadcast the game to a curator group and get them to watch over steam, rather than rely on posting video links in announcements that few people read.
  19. Thank you for mitigation, Springheel, and I apologise to Freyk for my bad tempered response: We have had a good working relationship together in the past on your projects and I do not want there to be any hard feelings... Sure you know that in any great task it is not enough for a person to simply depend upon himself, but force in any guise will inspire resistance. I will double-check I am limiting my posts to the most relevant forum section, in future.
  20. Springheel, There is a question I would like to ask you: Are these modules/models that you are creating made inside of DR, or are you using some other software to create these modules?
  21. I'll do that and hang out with the nerd-crowd, if you stop trying to wreck the main menu and in-game GUI with overly complicated camera set-ups and cyberpunk, Freyk and work more on formatting the wiki so that it's neat, legible and not a mess of copy-pasta. How about telling someone to quit asking if [i/{t/s}(he)y] can change the success screen in a thread about the main menu in Art Assets forum, instead of posting in "newbie questions" or "editors forum"..? It's not TDM tech support - it was an issue with Nvidia (ie, a general thing, not specific technical TDM), thereby qualifying as non-TDM tech support, if you want to get picky like that. But OK - I'll make sure I analyse the context and content of all things so they are posted in the correct place in future - and not discuss campaign and mission download options in the dark radiant technical support section, or font choices in mapping video threads, or answer people's questions about if they can change the success screen background for their FM in discussions about changing the main menu to look like half-life 2 in art assets. I'll simply refer them to you, so you can tell them to post in the correct section, OK? One rule for everyone else, one for me again..? Nu-uh. Not happening. --- As for Shadowplay, it is very useful when trying to do the same thing (that's under 20 mins) over and over a few times and then finally getting it right or catching something neat. I'm banned from Twitch for streaming adobe tutorials. Same person got me banned from adsense due to running click fraud on my main channel's videos at the same time. Steam broadcasting is just as good for showing someone something (can glitch it to show desktop, same as in-home streaming - v nice to be able to use desktop power software on craptop) if skype screenshare fails. Besides, Shadowplay sounds more thief-like than another TLA for TDM like OBS.
  22. I've not re-dl'd the old house of locked secrets and stuff (the ghosts and airship one?), nor no honour, but I have played them both... I can't remember quinn co. Will check them out again. Yeah it would tidy up the missions list a lot - Make it neater and also put some in order (eg, the accountant series is split miles apart because of the names). Also, it would save me about 10 meters of mouse-life and 13-14 clicks, disregarding "loading" restarts, in order to be able to download and play a whole campaign. That might be a good project to work on - to compile all those single missions into a campaign and denote it somehow (idk... eg, WS 1-6 * [full campaign]). Cos the list is looking a bit longer than it did before, which is good, but also, you know...
  23. Oh... the latest driver and GeForce update appears to have enabled the Nvidia overlay in TDM. This is the second time I have posted in a week about an issue and posting about it appears to have fixed it...
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