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Posts posted by wesp5
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16 hours ago, Amadeus said:
absolutely not until they are deemed abandoned by the authors themselves. And neither of these authors have done so, so no.
Maybe somebody should contact them then? Seed of Lodestar has been abandoned for about five years, and Aosys hasn't been active here for about two years...
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I just noticed this thread for the first time. Shouldn't "One for the gang" and "Seed of lodestar" be added to this list? Both are available from the beta board and could easily be adopted.
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I just stumbled upon this thread (because I saw that snatcher is involved which is always exciting ) but I wonder why we would want a lamp that can not be used at the same time as a weapon? This brings back memories of the stupid Doom 3 flashlight which did the same thing just for jumpscares. So if you really want to show a visible lamp, can't the player hold it in his left hand while the right one is still free at least for blackjack, sword and to pick up items?
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4 minutes ago, Wellingtoncrab said:
Now we can tank performance with even more elaborate and unoptimized scenes.
LOL
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Please no! We don't need crafting and survival in every game, just because it is a trend. What would be next, Battle Royale? Although I always play like this: knock out everybody on the map until I am the last one standing ;)!
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Sounds like this is exactly what the guy in the other the thread asked for! But why the skeleton in the screenshot? Do you have an x-ray spell now ;)?
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1 hour ago, MirceaKitsune said:
It would be nice if this could be solved without altering difficulty but universally to all FM's.
Maybe you can modify the AI def files and do some experiments. I just took a look and for example in tdm_ai_base.def there are a lot of alert state parameters:
// alert_time: is the time it takes for the alert level to ramp down from the upper to the lower threshold (in seconds)
// alert_time_fuzzyness: applies some randomness to the alert times (in seconds)
// alert_gracetime: after being alerted, the AI will ignore additional alerts during this time, to avoid adding up the alert level too quickly
// alert_gracefrac: an alert that is higher than the last increase * fraction will terminate the grace period
// alert_gracecount: If the number of additional alerts during grace period exceeds the grace count, the grace period will be terminated- 1
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I might be wrong, but GPT-kind AI could easily be just another hype like all the others you listed. Yes, they can talk now, but to simulated guard behaviour in TDM, the AI would need to learn this somewhere or look it up. So who would train them for hours?
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39 minutes ago, datiswous said:
Well the version of kcghost has the same style as the loot overview that it replaces.
I don't like that one either ;)!
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Because if you don't need it, it looks in your inventory like a scroll and not like an Excel sheet :)!
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1 hour ago, datiswous said:
If your version is still based on Dragofer's version, does this not give problems with newer tdm versions?
It is still based on his early version as I think it fits better to the style of TDM and it works fine with 2.11!
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Honestly, I have an old computer with an Intel i5 2500 and a Geforce 1050Ti and TDM runs just fine. I have to lower antialiasing and such maybe, but TDM is all about the gameplay and not so much about the graphics in my opinion!
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1 hour ago, Skaruts said:
What patch is that?
The Unofficial Patch you can get from the ModDB link below. The stat is a paper size window, but it will only stay open a short time, so you might need to change that to be permanent for your setup...
https://www.moddb.com/mods/the-dark-mod/addons/the-dark-mod-unofficial-patch
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I don't know which versions exactly you are talking about, but in my patch I use Dragofer's Statistics Scrolls, which does not replace anything in the inventory but is an additional item. I haven't tested it on 2.12 yet but I wouldn't know why it shouldn't work anymore...
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29 minutes ago, MirceaKitsune said:
Definitely no KO immunity per say, don't think that would even make sense here. The idea is for guards who have seen you to show signs of persistent awareness, behaving in a different way from how they normally act before knowing there's an intruder. Some could be mechanical and difficulty altering changes, like guards drawing their sword...
As far as I know KO immunity is connected to the alert level and when they have their sword out, most of them have it.
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I like the idea that AI should remember things longer and get alerted if e. g. other guards are disappearing. Still this would probably make the original game much more difficult if the KO-immunity is turned on by this which means once alertness is high, you are forced to ghosting because nobody can be knocked out anymore! As for the CPT AI idea, this would make TDM be online always which I don't think is a good idea for a single player game...
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"TDM cannot use the Deadly Shadows resource pack." There is a Deadly Shadows resource pack for TDM?
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On 5/25/2023 at 9:07 AM, datiswous said:
Btw. the Damage dealth and received part will write over the Times loaded part when the numbers are higher.
Which is why I tried to pair stats together with enough space inbetween ;). As for the mainmenu_loadsave.gui, it is possible to reduze the font there, but it looks weird! I found the name in the executable though and changed it :)! Does anybody know what the "Mission_1" is about? You can only play one mission in the current iteration of TDM. If this is not needed anymore I suggest to remove it in the next core release, so I won't have to blow up my patch size only for this detail ;).
P.S.: I just filed a bugtracker for this as the fix is quite easy and should be in the core game!
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P.S.: While looking at the Mission Statistics, I noticed that the Mission_1_Final_Save name is too long for the UI and gets cut off. Does anybody know where this is stored, so that I could rename it to "final_save" or something similar instead?
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7 hours ago, datiswous said:
But if you click on it, the button stays there, but it could be easilly removed from the statistics screen.
By adding code:
set "statistics::visible" "0"; set "statisticsH::visible" "0";
to windowDef statistics_select under onAction
That works fine so I added it to my patch crediting you. I needed to upload a hotfix anyway...
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Looks good to me :)!
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You can already adjust the hearing of the AI so I don't really understand why we would need changes with the footsteps. Yes, they are loud when running or walking, but most of the time I am crawling in TDM anyway :)!
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Great to see that you took my idea and made a connection to your other mission! You should now rename "In Plain Sight", and maybe consider to just call these missions "The Lieutenant 1" and "The Lieutenant 2" while moving the title into the description, as otherwise the name will be cut short in the list. Speaking of which, is there a way to have the mission list sorted strickly alphabetical and not with "A" and "The" ignored? Because right now it's looking rather confusing to me...
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Abandoned Works
in TDM Editors Guild
Posted
ERH+ obviously noticed this thread, so one mission accomplished :)! What about Aosys? Anybody know if he is still around anywhere?