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  1. is there a way to reset frobable item to its original/default position after you drop the item? *edit : without having to rotate the item I imagined a FM where the guards are acquainted of the change of item position. This added a layer of challenge to player besides the existing challenge of forced ghosting
  2. It's occurred to me that it has been quite a long time since I released anything. Meanwhile I've started and abandoned three largeish, ambitious missions because I got stuck, or I made something that I just couldn't get looking good, or whatever, and just gave up on it. But not everything has to be a big, sprawling epic. There's lots of smaller missions that remain fun to play despite their modest size: Thief's Den 1, for example. Even Closemouthed Shadows is still enjoyable. So... I am going to challenge myself to create a small mission in under 24 hours. Maybe I'll fail, but why set yourself a challenge you're sure to achieve? Where is the ambition in that? Whatever happens, at the end I will have at least a few serviceable areas done and that's better than the pointless fussing I've been doing lately. MY RULES: From the moment I post this thread I have 24 hours real time to produce a mission from scratch, playable from briefing to finale Implement three difficulty levels Include a small tribute to Grayman Include at least one secret The 24 hour limit does not include beta testing, a title screen, or producing cool promotional screenshots. I just need a mission to show after 24 hours The level will feature zombies, which is no doubt how I will feel this time tomorrow. Good thing I had a nap this afternoon. Well, here I go. Wish me luck.
  3. Personally, for this kind of game, double-clicking and double-tapping are the kind of things that instantly get a sour taste in my mouth as soon as I hear it, because I already know from experience that it not reliable enough and it's more prone to human error. You said it yourself: It may also happen accidentally if your fingers twitch, or if your mouse misregisters an extra click, or when you think you didn't hit the target and immediately click again, but it so happens that you did hit the target the first time; or when you're hasting to perform the same task multiples times in quick succession (not very relevant here, but I couldn't count how many times I died in minecraft tapping keys to adjust my position and accidentally double-tapping forward and sprinting off a cliff). Also, given that we're talking about the right mouse button, I'm feeling even less inclined. I can double-right-click, but it doesn't feel very comfortable. It's really not something I'm used to, so it requires a degree of effort (and I suppose it will get my hand tired, as @Wellingtoncrabmentioned). Yup. I like ghosting. To be fair, I play with my own lax rules, but I still feel bothered if I have to tamper with the natural order of things, if I think it's unnecessary or that I shouldn't be forced to. It might seem petty, but it's part of what makes the challenge interesting. You never know, the candle owner might have noticed before bed that the candle was about an inch away from a spec of dust, and in the morning he might realize that that distance has changed. So, from a ghosting perspective, when you tamper with things without needing to, you've introduced a point of failure. If the game requires it, that's another story -- it turns into "I can't work around it, so I have to bend the rules because of it". But as far as I'm concerned it still bothers me and kind of ruins the challenge. For example, TDM has been leaving a really sour taste in my mouth when it comes to dropping keys, because lots of missions don't allow it (because unfortunately they're not droppable by default in DR, and for no good reason, afaik). After Snatcher's post about the delay interfering with manipulating bodies, I was growing tempted to agree with reversing it, but then I realized both ways have issues of the same kind. If you can click to shoulder, then you can't click to drag body -- you always have to hold button, which is not great if you're dragging a body a long distance. If you can click to drag a body, then you can't hold to drag a body. You always have to click to drag and then click to release, which is also not great when you're dragging limbs for a pose or something. (I suppose this might be even more annoying than the other.) Maybe I should posting this in that thread.
  4. Congrats on the release of your first mission. It was short but sweet. Although I did find it a challenge to get Look forward to your next mission, thanks for all your hard work.
  5. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  6. The devs didn't title this thread, and @datiswous said they're attempting to mislead people by using Russell's name and a retro style to make it resemble Thief, which is cynical. I grew up on forums like I'm sure anyone who likes a game from '98 did. I actually left the Discord immediately after joining it because it was more off-topic doom-posting than anything relevant to the mod. I thought the forums might be better, but it's mostly just grown men yelling at clouds and telling strangers how mature they are, and a few brave souls actually developing anything. Depressing place, I'll just stick to enjoying new missions every 6 months without an account.
  7. True, but, 1. this thread is called "Western stealth FPS with Stephen Russell", and, 2. nothing you said changes anything for me. The gameplay still doesn't look like something I'd enjoy. And, if you really think this forum is cynical, then you don't visit forums much. Actually, the majority of the users are are pretty mature, unlike in other forums.
  8. I admit that I was skeptical myself at first, but once I tried it in game, I changed my mind. So, I recommend applying the patch to a local build and give it a go in game. It's definitely better experienced than thought about. Regarding the candle puzzle in "Seeking Lady Leicester" (SLL), I agree that this proposed change will make that a bit more difficult, but I disagree on the reason why. The released version of SLL has a flint in the inventory to ignite them, so accidentally extinguishing candles shouldn't be much of a problem. Instead, I think the reason for player frustration would be that the unlit candles highlight, showing they can be frobbed, but when the player does frob, nothing would happen. They might not realize the candles can be picked up with a long-press frob. @Wellingtoncrab and I had a discussion about that exact puzzle during the design of this feature. So, what convinced me that it wasn't really a problem? I tried it in game. Players will learn how unlit candles look and behave when frobbed. Like @ChronA said above: "When most players click a candle 99.8% of the time they don't want to move it, they want to put it out." I decided it was better to optimize for what players expect most often and do most often rather than optimize for rare cases. Players already rage in frustration that they have trouble extinguishing candles or don't realize that they can. Another quote from a player on Discord: "I'd even say the "some players didn't know you could extinguish candles by using them" thing is "almost any new player and a lot of old ones too", since I once had an extended conversation about exactly how immersion breaking and weird it was to have to extinguish candles by dropping them, and literally not a single person brought up the fact that [extinguish candles by using them] was possible." During beta testing, the struggle that some beta testers had with the candle puzzle was not knowing about object manipulation. They didn't know about the "Parry/Manipulate" keybinding, or they forgot about object manipulation because they did the training mission roughly 5 years ago and had not needed to do it in a mission afterwards. So, "long-press frob to pick up" is in the same class of player interaction as object manipulation. In other words, the same problem already exists in TDM v2.11. I couldn't find the original screenshot from one of the SLL beta testers, but here's one similar, showing that the player didn't know about object manipulation: If this is truly in a released mission, I'd like to know about it. We can problem solve for that case if it does in fact exist. I don't think we should concern ourselves with something hypothetical, though. And, I disagree that we should make or keep controls cumbersome for the player in order to add challenge. I agree with @ChronA here. I don't think players are playing TDM for that type of challenge. The patch includes the following cvar: "tdm_frobhold_delay", default:"300" The frob hold delay (in ms) before drag or pick up. Set to 0 for TDM v2.11 (and prior) behavior. When "tdm_frobhold_delay" is set to 0, candles and bodies have the same behavior as TDM v2.11. As of a few moments ago, bodies didn't quite have the same behavior. But based on your feedback, I updated the patch (linked above) to make bodies behave that way. Thank you for your feedback.
  9. I am a little skeptical about this one. I see it causing players to rage in frustration when they try to move lit candles and accidentally extinguish them before using the candles to solve candle-lighting puzzles like the one in "Seeking Lady Leicester". Also, mappers may have designed their missions in such a way that extinguishing candles is a timing challenge and auto-extinguishing via frob will spoil the challenge and tension. If a mapper wants to configure non-moveable candles with frob to extinguish, they can copy what Goldwell and Sotha did. If we were to include this, I would suggest it be an option rather than a replacement. Players wanting to override the difficulty of missions can choose the new mode but can switch back to the default behavior if a puzzle needs solving, etc.
  10. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
  11. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  12. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  13. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
  14. After a long time and a lot of delays, I'm extremely happy and relieved to announce the release date for my first map; Lords & Legacy, on Friday the 30th of August, 2013! Lords & Legacy v.2.1 Resume: Screenshots: http://imgur.com/a/Lj8UJ#0 Notes: Build time: 2013/03/30 - 2013/08/30 To install, simply put the .pk4 file in your fm folder and install from the in-game mission menu. It is a large mission with optional objectives, so make sure to save often. The ropes in the beginning have a 'slick' surface, to simulate being 'slack lines'. They are difficult, but once you get a hang of the slide they can be fun. A couple of the large areas can be a bit rough on performance, and can be improved by adjusting the LOD slider in video options. A few of visportals open only when you get close. This is to keep the frames smooth inside the respective building, due to early inexperienced design. If you find any bugs which affect the gameplay experience, then you're very welcome to post them here, but please use the spoiler tags. Big thanks to 'Obsttorte', 'Springheel', 'Greyman', 'Bikerdude', 'Sotha' and rest of 'The Dark Mod Team'for all the help, guides and tricks. Also thanks to the other TDM users who provided fantastic support and feedback during the build. Thank you for beta-testing: 'Bikerdude', 'TylerVocal', 'Simplen00b', 'nbohr1more', 'Briareos H.' Special thanks to: 'Danus', 'Dsx' & 'Stanleh' for testing, help and support. v.2.0.1 changelog: Bugs: -The "Master Thief" challenge was impossible to do for a while, due to incorrect values. Fixed. -Getting seen by "The Killer" now also fails the "Ghost" challenge. -The 3 cardplaying guards no longer float mid air, as their chairs are now nailed to the floor. -Fixed the sound of the furnace continuing after the flames were extinguished. -Fixed weird glittering on the power cables around the map. -Fixed some moonlight popping in and out. -Fixed openable windows in Commons, clipping into the frame. -Fixed a book dropping through a desk. -Fixed visportals closing too close in Lancel's Tower, slight hit on performance though. -Added more monsterclip to Service Tower and Robert's Tower's entrance. -Improved a few vis_portals with func_portals. -Replaced curbs in Slums and Commons with some more detailed versions and changed textures. And a lot more little unecessary tweaks. Gameplay: -Added new challenge: (Jack White) - Do not knock-out anyone. -Reduced the amount of starting gear, depending on difficulty. -Added cubemaps to most windows on the map. -Redid most func_statics in Commmons Quarter to reduce tris and increase performance. Draw count is still somewhat high. -Removed all transparent windows as they didn't have actual gameplay value, just a performance drain in exchange for glitchy visuals. -Lancel's safe can no longer be picked. Find the key! -Added a couple minor cosmetic details in the sewers. -Moved a coinpurse from a wealthy commoner's sleeping butt to his nightside table. Also adjusted his furniture so thieves can better move around. -Changed sounds for several doors across the map. Once again, a big thanks to 'Bikerdude' for taking the time help out and locate room for improvement! v.2.0 changelog: Bugs: -Fixed various textures and surfaces and a few minor tweaks. -Tweaked some sounds to be in line with TDM 2.0 changes. -Fixed 2 certain AIs being too sensitive rather than drunk. (Thanks to AluminumHaste!) -Tweaked LOD on some objects, to prevent windows "popping" in and out. Gameplay: -Added more monsterclip to the towers, so the AI can now run up and down stairs. Only the stairs in the small tower has issues still. -Added more monsterclip in the city so the guards can follow you up all stairs. -Added a few minor details. -Windows in the city now dims sound, resulting in less aggro from guards and more convincing soundscape. -Reduced 'draw calls' in all the large areas, increasing performance. The map is still heavy at certain areas. Another big thanks to 'Bikerdude' and 'Greyman', for taking time out of their own schedules to help optimize the map's draw count and other significant adjustements! v.1.0.3 changelog: Bugs: -Fixed 4 black chairs in one of the towers -Fixed a floating painting -Fixed several clipping objects v.1.0.2 changelog: Bugs: -Fixed zfighting in the library's bookshelves -Fixed a black window in one of the towers -Fixed several typos in readables Gameplay: v.1.0.1 changelog: Bugs: -Fixed an issue with the main objectives not being in "sync". -Fixed console spam from a script Gameplay: -Adjusted required loot for each difficulty from "3000, 4000 and 5000" to "2500, 3500 and 4500".
  15. I guess the easiest solution would be to let the save restriction be the only difference between expert and hard. Just to be clear, the modifiers/mutators I have in mind would apply to all missions for people that seek an extra challenge. In other words, they would not be controlled by the FM author. So this is probably not suitable for your specific problem.
  16. With TDM 2.12, after the credits finished, the "Mission Complete" screen did not display. I found that the screen was black and I could hear my footsteps when I tried to move around. I think the reason for the mission not completing successfully was that the "Do not kill or harm allies" objective was never marked as "1 = STATE_COMPLETE" instead it was left as "0 = STATE_INCOMPLETE". Note, I didn't use noclip throughout the mission. Same as: https://forums.thedarkmod.com/index.php?/topic/18054-fan-mission-the-accountant-2-new-in-town-by-goldwell-20160509/&do=findComment&comment=458491
  17. How about using TDM automation framework (and maybe pcem/qemu)? More info see: https://forums.thedarkmod.com/index.php?/topic/19828-automation-features-and-discussion/
  18. This is a really nice mission. It's just the right size and difficulty, looks great, and the mission objectives provide plenty of challenge without being obtuse. The manor seemed to be absolutely swarming with guards but there were always opportunities to slip by if you were a bit patient. I finished on the hardest difficulty with a perfect stealth score and about 1800/2024 loot.
  19. Same area, yes, but the challenge changes every time, as the enemies are pseudo-randomized.
  20. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  21. This. Same thing I say when it comes to content moderation on social media, something something about giving people tools to mute what they don't like seeing themselves instead of a corporation doing it for everyone Some difficulty settings should of course be set by the map, but I've also come to feel limiting saves might be a bit too much to have out of the player's control. I think there is a better idea: A mode the player can toggle, which can disable saving and loading on demand. Something so if you give yourself the challenge of a no save run, you don't forget and press the quicksave / quickload buttons like you're used to all the time. Of course you can just remember or not reload your save or unbind the keys, but a temporary setting like that could be a simple solution that's still fully a player choice.
  22. To cater to both audiences. I mentioned LibreGameWiki as one example. nbohr1more mentioned other uses. Explicitly allowing reuse and spread will help TDM reach a wider audience and would hopefully attract more volunteers. More volunteers which can help improve both TDM versions. There are several benefits for a project of being in the Debian repo. One is that TDM Debian-users can report defects on any package directly to Debian (no need to register on separate forums). Debian may then fix the issue themselves (in their "TDM-libre" package) and will offer the patch upstream to TDM, who can then choose to accept or reject the patch. I envision "TDM-libre" to have the same capability of downloading any mission as regular TDM. The only difference is that "TDM-libre" would come packaged with the regular engine (which is GPL+BSD) and an included mission that has libre media/gamedata. When I play TDM by myself, I want the unlimited-play and can accept commercial restrictions. But if I were to promote it somewhere, or charge for a stream when playing online, or make a video, I would want a version without commercial restrictions (and can temporarily accept limited-play) to make sure I don't violate anyone's copyright. Perhaps. That's what I'm trying to find out.
  23. I suggest you use the term "I", to make clear that it is something YOU want, and that you speak for yourself. But, as wesp5 mentioned, I don't really know what this is about, at all. And, I'm also wondering about all the newly registered people lately, who just arrived at this forum, and already want to revolutionize this mod. This is a thing I noticed 2 or 3 years ago, and which hasn't been present in the 15 years I play this mod and frequent these forums now. Really seems like a common thing these days, to not knock on the door, but kick it in, and stomp right in.
  24. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
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