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datiswous last won the day on May 24
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DR not remembering ortho layouts
datiswous replied to AluminumHaste's topic in DarkRadiant Feedback and Development
I wonder if it could be set in the user.xml file. This code seems to specify the xy-view windows: name=OrthoView;caption=2D View;state=768;dir=5;layer=0;row=0;pos=0;prop=100000;bestw=200;besth=250;minw=200;minh=250;maxw=-1;maxh=-1;floatx=-1;floaty=-1;floatw=-1;floath=-1|name=OrthoView2;caption=2D View;state=6297596;dir=1;layer=1;row=0;pos=1;prop=100000;bestw=128;besth=128;minw=128;minh=128;maxw=-1;maxh=-1;floatx=1595;floaty=298;floatw=144;floath=167|name=OrthoView3;caption=2D View;state=6297596;dir=2;layer=0;row=1;pos=0;prop=100000;bestw=128;besth=128;minw=128;minh=128;maxw=-1;maxh=-1;floatx=1803;floaty=932;floatw=144;floath=167| -
I think this project started way before any info on SS3 arised. It was previously build on the Darkplaces engine. Some more info here: https://www.systemshock.org/index.php?topic=6977.0
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Btw. anyone seen this other System Shock remake? It's now in beta. Made in Unity: https://www.indiedb.com/games/citadel It looks even more old-school: I thought some of the dead animations look cool, because they look quite like the original sprite-based animations, but now in 3d form. I don't remember seeing anything similarly done elsewhere, https://www.indiedb.com/games/citadel/videos/citadel-enemy-status
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I agree with you mostly, but I do have a certain minimal requirement nowadays considering graphics. I think for example Metro: Last Light is graphically for me still good enough to fully immerse me.
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Thief: Deadly Shadows 20th Anniversary Contest
datiswous replied to Wellingtoncrab's topic in Fan Missions
Would be nice if someone creates a mission with Grayman's multiple starter positions. Although problem is currently it only works in 2.12, which might not be out in a year. -
Thief: Deadly Shadows 20th Anniversary Contest
datiswous replied to Wellingtoncrab's topic in Fan Missions
What I understood is that the idea of TDM was born from that it was unclear if T3 would get a level editor at the time. Source: https://web.archive.org/web/20050218173856/http://evilavatar.com/forums/showthread.php?t=268 -
Controlling where the player starts a mission
datiswous replied to grayman's topic in TDM Editors Guild
This opens all sorts of possibilities. I was thinking about games as Gabriel knight and Broken Sword where you navigate from different locations on a map, I always liked this approach, playing the mission in a different order. You can also write a story around it in the text based briefing with images. Or for example a choice of who to work for (let's say there are 2 thief gangs that you can work for or you work for yourself). You can also include multiple missions in one map file. I was wondering if you could make an in-game map-gui with a selection menu. If you select a location, you get to be teleported to that location. This is if you wanted to change location when you already started the mission. My idea is that you make a teleportation script that triggers on condition of a gui selection (the map location selection). No idea if that could work. -
Controlling where the player starts a mission
datiswous replied to grayman's topic in TDM Editors Guild
Functionality was broken between 2.10 and 2.12 dev. Currently you need 2.12 dev to make this work. Here is a test-mission with 4 possible briefing configurations with added Starter Location selection: text_mainmenu_briefing.gui - Standard text-based briefing nav_mainmenu_briefing.gui - Sotha's Advanced text + image based manual navigated briefing anim_mainmenu_briefing.gui - Sotha's Advanced text + image based auto-animated briefing vidintro_mainmenu_briefing.gui - Only Starter location selection briefing, for when video-briefing is used. The test-mission is set-up as a 2 mission campaign, where only the briefing for the first mission uses the location selection. This can also be used as a starter base for the functionally used inside your own mission. To test it, you have to rename one of the above gui files, so that the filename is: mainmenu_briefing.gui To make it work, you have to unzip the 7-zip archive inside tdm's fms folder. After that, you have to navigate to subfolder gui and unzip the file assetz.7z in it (I had to do this because of filesize restriction). Would be nice if someone could test it. Edit: I linked to it on the wiki. Info still needs an update: https://wiki.thedarkmod.com/index.php?title=Briefing#Controlling_Where_the_Player_Starts starterlocation_test.7z -
Thief: Deadly Shadows 20th Anniversary Contest
datiswous replied to Wellingtoncrab's topic in Fan Missions
What makes it mod unfriendly? Edit I see there's also an editor patch: Sneaky Upgrade Editor Edition -
today is release day
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A more interesting question: Could an elevator inside TDM run Doom? Although I rather play System Shock.
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Thief: Deadly Shadows 20th Anniversary Contest
datiswous replied to Wellingtoncrab's topic in Fan Missions
You can team up with someone. Then you also take that competition away. -
Thief: Deadly Shadows 20th Anniversary Contest
datiswous replied to Wellingtoncrab's topic in Fan Missions
We might need a climbing gloves mod for tdm... -
Renaming "stealth score" to "stealth penalty"
datiswous replied to darksilence's topic in The Dark Mod
Maybe mainmenu_loadsave.gui ? At least you could decrease the fontsize. Btw. the Damage dealth and received part will write over the Times loaded part when the numbers are higher. -
[2.11] New Blackjack System (available via dev build)
datiswous replied to Obsttorte's topic in The Dark Mod
I think Blackjack is an attraction point for online gambling spam.