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Everything posted by datiswous
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The stealth stats could be added to the inventory screen, right under the loot overview, although it makes no sense that it would be listed there. Overall this does give inspiration for a better inventory screen. One that lists stats, objectives, a map and inventory.
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It's an abandoned mission that bikerdude has adopted and been working on for a while. See here: https://wiki.thedarkmod.com/index.php?title=Abandoned_Works#Blackheart_Manor
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Well the version of kcghost has the same style as the loot overview that it replaces.
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"ongoing" objectives don't get checkmarked at end of mission
datiswous replied to Skaruts's topic in TDM Tech Support
Great idea! -
Why does it fit better to the style of tdm?
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If your version is still based on Dragofer's version, does this not give problems with newer tdm versions?
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I updated the wiki page linking to this: https://wiki.thedarkmod.com/index.php?title=Add-ons
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No the updated version I linked to is an update to Kcghost's version that you altered. Let's not confuse things. I agree, but never thought of this. Maybe it's possible to put permanent stats somewhere via a new plugin..
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Fan Mission: Seeking Lady Leicester, by Grayman (3/21/2023)
datiswous replied to Amadeus's topic in Fan Missions
I have FXAA enabled in nvidia driver settings and AA disabled in tdm video settings. This method shouldn't be used with fast cards. -
I'm using the version from kcghost. I just tested and I can't see any difference inside the inventory. On the stats itself it doesn't show the different loot types (still seen in the inventory), but instead gives more info on stealth score. Edit: I see Dragofer made an updated version of his script. I have to check that out. Edit2: That version works: https://forums.thedarkmod.com/applications/core/interface/file/attachment.php?id=21272&key=02755164a3bed10498683771fe9a0453
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I don't understand the relation of these 2, afaik it doesn't interfere with the inventory at all. Or do you mean the removal of the loot from that screen? Hmm, I wonder if it could be improved..
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Would like to know different ways to do loot objectives?
datiswous replied to Skaruts's topic in TDM Editors Guild
Make the loot goal optional. Put the loot in hidden places. Don't use a lot of loot everywhere, put the loot in the hidden places and a couple of places elswhere. So it's about finding the hidden places and then the loot inside is easy to spot. Make some (optional) objective around the loot goal, possibly finding out about them through a clue somewhere in the mission. Basically adding story to the loot goal. But if you add for example 3 of these (optional) loot objectives and that is most of the loot, then it's not so much a loot hunt and it keeps it interesting. -
DR not remembering ortho layouts
datiswous replied to AluminumHaste's topic in DarkRadiant Feedback and Development
In the original splitpane view that got removed I think it is stored in this line: <viewTypes topleft="-1" topright="0" bottomleft="0" bottomright="2"/> I think currently the setting is not specified and stored in the xml file. -
Not sure if you got it working, but I got it working by simply putting the audiograph.map file inside the maps folder and then in tdm open the console and type dmap audiograph and after type map audiograph . This probably automatically works because the resources are now in core already.
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Is it possible to teleport the player to different areas depending on a condition? For example a gui selection. It would be nice to have a gui-selection menu opened up when you click on the door. You only get teleported after making a selection in the gui.
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Should AI be given better long-term alertness?
datiswous replied to MirceaKitsune's topic in The Dark Mod
Isn't it already possible to modify ai alertness behavior via scripting? I thought @Dragofermade modifications for Iris for example. It would be nice if it's possible to implement different ai profiles via prefabs or other ways. (Btw. I think your topics and posts tend to be very long, so often I don't read everything of it) -
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 Edit: found a gameplay video: https://drive.google.com/file/d/1onXeWRwxch7GWyb7UksnZxem5sE3685W/view
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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 thought you could do a "Choose Your Own Adventure" type briefing, with in the end a different mission start based on your chosen path. There could be conversations in it as well, with multiple choice answers in it. -
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 to make this work. Edit: The code for this functionality is changed again in 2.13. See this post: 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: 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