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  1. Story: A local Brooksdale alderman and childhood acquaintance of mine, Miles Harewell, 'happened' upon me last night down at my local tavern. Apparently, he has to defend his position on the borough council this year and suspects that his chief rival, Edric Shorditch has an ace up his sleeve. He mentioned damning evidence of dealings with 'various entities of dubious legality' as he put it. Sounds like hightowne-speak for good old corruption. He needs any such evidence to disappear tonight, while he has an ironclad alibi, being invited to dinner together with Edric to a local lord's manor. He also wants me to find some dirt on Edric to help turn the tables on him. Miles is a natural born politician, but he is good news for my 'profession' so I think I will have to forgive him that. Besides, with all that rampant corruption of his, I'm sure he can pay his way and then some. This Edric Shorditch is the captain of the local city watch, and has made a name for himself by taking a hard stance on crime. Slipping into the city watch station and stealing indiscriminately won't be easy, but it might help undermine his approval, while also clearing Miles' name. Thanks: Thanks to Springheel for the creation of the handy and pretty module sets. Thanks to my beta testers; Amadeus, Goldwell, Cambridge Spy, Boiler's_Hiss, SuaveSteve, Tafferboy and Jedi_Wannabe! Additionally, thanks go out to the people who frequent the Newbie Dark Radiant Questions thread for always helping troubleshoot issues that arise during development. You know who you are. Download: Available in the in-game downloader, or at any of these below locations: Gallery: Hints, Tips, Walkthroughs, Spoilers(!): - This mission will greatly reward those taffers who like to explore a mission thoroughly. It is possible to go directly for your objectives, but you will be missing a lot of content. - Many windows are openable, leading to new areas or private residences. - If an area seems hard to navigate due to patrols, chances are you can circumvent it. - Those who like a challenge and some extra replay value owe it to themselves to visit the astronomer's office close to the starting area. Disclaimers, Player Information. Thank you for playing! What did you think of the mission? I look forward to your honest feedback!
  2. Not to be a nag, but I was thinking about the columns problem. If you go to the view source tab in the wiki article: https://wiki.thedarkmod.com/index.php?title=Fan_Missions_for_The_Dark_Mod&action=edit The raw table data is accessible directly: |- !align=left|{{TDM-FM|written|Written in Stone}} |Bikerdude, Amadeus, Dragofer |{{Forumlink|https://forums.thedarkmod.com/index.php?/topic/21265-written-in-stone-beta-210-only-20220128/}} |2022-01-28 |338 |Yes |Yes |CCC 22, Elixir |City Missions |Undead, Horror Themes |- Each pipe character represents one of the columns.
  3. Well, here's some teasers for a haunted house mission I'm hoping to get done by Halloween. For the second screenshot I increased the gamma just so you can see what's going on- I'm really trying to avoid that milky grey look you get with high gamma and ambient. This is also a self-imposed challenge: the whole mission fits inside a 1024x1280x1024 box, including the skybox and playertools. Lights and speakers can have radii that protrude outside but all the geometry has to fit inside the box. It's amazing how much you can squeeze into such a tiny area. Showing any more screenshots would unfortunately spoiler the mission.
  4. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  5. OK, after discovering a gpt-4 account can be cancelled anytime (and even renovated later) I decided 20-odd dollars was worth investing to explore it. I found it fascinating but my main interest was fiction writing and I found although gpt-4 was creative and its grammar perfect, it's continuity was flawed with anything longer than maybe a couple of thousand words because amazingly it cannot recall precisely all the text even in one conversation. Somehow it condenses earlier messages and the further you get into a story the more I get forgets stuff, like Mr Johnson comes into the room. Erm... didn't Mr Johnson die in Chapter 3? This only applies if you try to help chatgpt-4 to write a story rather than get chatgpt-4 help YOU to write a story. That's different. Anyway, I've not given up trying to find a workaround, and in the meantime, gpt-4 now provides internest access via Bing. This is even better than Phind. You can type all sort of instructions in and get gpt-4 to do the searching like so: User: OK. please search for advice on getting chatgpt-4 to write a long story. List the first 10 website articles. Omit any that only help the user write a story, and only list those where the user helps chatgpt-4 to write the story. Abandon processing any websites that give errors such as failing to access and instead display here the link, then continue searching. If you can't find 10 articles within 10 minutes, then stop Chatgpt-4: I'm sorry, I wasn't able to fully complete your request. However, I've gathered some useful information. I found an article titled "How to Write a Novel With ChatGPT (Ultimate Guide in 2023)" on WritingBeginner.com. This article provides a step-by-step guide on how to use ChatGPT to write a novel. This guide includes 13 steps, such as: 1. Asking ChatGPT to suggest a genre and subgenre. 2. Using ChatGPT to come up with a story premise. 3. Expanding the premise into a back cover blurb with the help of ChatGPT. 4. Creating an outline from the blurb with ChatGPT's help【74†source】【75†source】【76†source】【77†source】【78†source】. I spent quite a bit of time exploring the details of this guide, which may be helpful if you're looking to use an AI like ChatGPT to assist with writing a long story. Unfortunately, I wasn't able to find 10 separate articles that specifically discuss how to help ChatGPT-4 write a long story, as per your request. The search results included a mix of different kinds of articles, and it took a significant amount of time to explore each one to determine its relevance. I'll list the URLs of the remaining pages that seemed potentially relevant, but I wasn't able to fully explore them within your time limit: 1. https://www.artificial-intelligence.blog/news/how-to-write-a-story-with-gpt-3 2. https://www.wired.com/story/ai-language-models-biggest-challenge-yet-long-form-content/ 3. https://www.writersdigest.com/be-inspired/how-artificial-intelligence-can-help-authors-write-a-better-novel 4. https://www.fastcompany.com/90697938/this-is-how-a-i-will-help-you-write-your-next-novel 5. https://towardsdatascience.com/writing-with-gpt-3-turning-prompts-into-novels-ba1d109b2a6f 6. https://www.technologyreview.com/2023/03/20/104107/artificial-intelligence-is-now-writing-novels-heres-an-example/ Please note that the relevance of these articles to your specific request is uncertain since I wasn't able to fully assess them within your time limit. As for the technical question about Chrome updates, the latest version of Google Chrome as of June 8, 2023, is 112.0.5615.137/138 for Windows and Mac, and 112.0.5615.165 for Linux【47†source】. I hope this information is helpful, and I apologize for not being able to fully meet your initial request. End... This will change searching the net forever! It's like having an assistant to do the legwork.
  6. Right, so there is this one weird qwerk of classic Thief. If you beat an AI to death with the blackjack (I know, I know, but sometimes it's fun to fight this way because it's more of a challenge than using the sword) as though Thief was a Quake clone, the guard will scream and begin to drop. But if you quickly wack him again, he will pop up and play the "knocked out" sound, and then collapse again. So basically you killed him, and *then* you knocked him out! The natural question at this point, is how the stats would reflect such an oddity. I guess there is only one way to find out, but the problem is, there's usually more than one dead guard on the map when I play. Especially on Thieve's Guild. I go straight-up Doom on that one, and use the corpses to trace my steps around the confusing layout. The classic Thief guards aren't great fighters; they are especially vulnerable to circle strafing and lots of pelting. You can even get them completely turned around and facing the other direction! As long as you're in a relatively open space you can own them by doing this quite easily. This strategy will not work on TDM guards. Try this with them and you are the one that gets owned. lol
  7. TDM Modpack v3.2 released in the opening post Completing a mission without being seen is something that can be done with some practice and patience, and I find this self-imposed challenge quite rewarding. The STEALTH ALERT MOD will play an alerting chime whenever you are seen so that you don't have to monitor the Stealth stats all the time. This mod has been in my back-burner for some time. Despite the small scope getting it right not to annoy anyone was key and it was challenging to find a middle ground for players that may be interested in the feature and players that just don't care about stealth. The mod has been extensively tested and the end result blends in quite well, imho, and I hope it will either be useful or go unnoticed... You can find the download in the opening post. Full changelog: ============================== v3.2 - New release ------------------------------ • STEALTH ALERT MOD v1.0: Inital release • QUIET DOORS MOD v1.1: Improved code Cheers!
  8. Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/
  9. Oh yeah, I should second this as well. A mission is not fun if it's designed to be painfully tedious in terms of dodging the visibility of the AI. I can't remember which mission it was, but the mapper must have been in a bad mood that day since too much of the interior of an important building was lit very brightly with non-dousable light sources, with few if any viable hiding areas to obverse patrol routes. I don't know what the intent was, maybe it was a challenge for elite players or something, but it wasn't fun and I resorted to my power move of the "notarget" command just to make it bearable. Forget even looking for loot in such environments.
  10. I think the most basic requirement for a good mission is a tight weave of safe and dangerous locations. The player needs to cross through areas where they have a non-negligible risk of being spotted by enemies in order for the mission to have tension, but it can’t be constant or it will become monotonous at best and frustrating at worst. There need to be safe locations where the player can stop and observe the environment for as long as they need to. I think a good rule of thumb is that every dangerous point on the map should have a direct line of sight to at least one safe point that is no more than 20 meters away (as the thief moves). Additionally in a good mission about 60-80% of the loot, read-ables, and other interact-able stuff should be in safe locations. It is a reward to navigating through the hard bits. The remaining 20-40% is what gives the mission challenge and should be used very deliberately to build tension and atmosphere. Within these rules there is a lot of freedom for map makers. In many really good, exploration-focused missions upwards of 95% of the entire navigable area is safe. That makes it really easy to follow the 20m line on sight rule, and that could be why these types of missions are so highly regarded. But equally there are some infiltration focused missions where safe zones might be less than 20% or even 10% of the map.
  11. Welcome to the Dark Mod forums MarsManon! Thank you very much for the kind words about SLL, it's always nice to hear We all worked real hard on bringing Grayman's map to life and I'm glad you enjoyed it
  12. I was so enchanted by this FM, I had to sign up to the forums the same day I finished it to come thank the authors Genuinely, truly incredible work! I was so overwhelmed in places that I resorted to just shouting joy at my monitor two, three, maybe four entirely separate times while playing. Exploring, puzzling, finding something new, trying to use it, and finding it does a whole new, separate, wonderful thing! There aren't enough words inside me to describe the feeling. It was breathtaking. I don't have any specific feedback that hasn't come through this thread before Thanks so much for making this, for all the inspiration and ingenuity and effort it took. If I never play another level this good, in any other game, in my life, I'd be fine with that.
  13. Nintendo is a pretty abysmal company in many respects, but this is one area where their priorities are better put together than their western competitors. They show that you can actually make ends meet by focusing on gameplay and atmosphere over graphics. In fact it's hard to dispute that that is the key to their success as a company. It seems like the only times they ever get into real difficulty is during the generations where they try to modernize their consoles. They've also survived for over 20 years in the console wars against two global mega corps. It's rather surprising none of the other AAAs are really tying to challenge them for that apparently quite reliable niche. On the other hand maybe that is the point. Nintendo is the beloved king of gameplay focused, low-fi franchises. If an Activision or a Sony tried to muscle in on that territory and Nintendo decided to fight back there can be no doubt of who would win. Nintendo has years of developer experience, a positive track record, and a loyal customer base. I do think there is more to it than that. If you have an XBox, Play Station, or gaming PC there is nothing stopping you from getting almost the full Nintendo experience via indie copycats, but no such luck for the Switch-only owner who wants to dip into AAAs. Anyone who wants the best of both is going to go for the high fidelity consoles, and once you have the graphics card you might as well use it, even if it costs extra. In that sense I suspect the AAAs are rational, but its still interesting that they don't hedge their blockbuster bets with a lot more reliable low fi offerings. You'd think it would pay off in the long term, even if only by nurturing talent to tap for their big projects (like how Hollywood still finances marginal projects despite the summer blockbusters being their bread and butter).
  14. Ulysses 2: Protecting the Flock By Sotha The mission starts some time after the events of Ulysses: Genesis, and continues the story of Ulysses. It is a medium sized mission with a focus on stealthy assassinations and hostage liberation. BUILD TIME: 12/2014 - 05/2015 CREDITS The TDM Community is thanked for steady supply of excellent mapping advice. Thanks goes also to everyone contributing to TDM! Voice Actors: Goldwell (as Goubert and Ulysses), Goldwell's Girlfriend (as Alis) Betatesters: Airship Ballet, Ryan101. Special Thanks to: Springheel and Melan (for proofreading). Story: Read & listen it in game. Link: https://drive.google.com/file/d/0BwR0ORZU5sraRGduUWlVRmtsX3c/view?usp=sharing Other: Spoilers: When discussing, please use spoiler tags, like this: [spoiler] Hidden text. [/spoiler] Mirrors: Could someone put this on TDM ingame downloader? Thanks!
  15. @datiswous, made that correction fm_test.subs --> fm_conversations.subs @stgatilov, about srt naming and file location, would you be OK with the following edit? New/changed stuff in italics: srt command is followed by paths to a sound sample and its .srt file, typically with matching filenames. An .srt file is usually placed either with its sound file or in a "subtitles" folder. The .srt file format is described e.g. [1]. The file must be in engine-native encoding (internationalization is not supported yet anyway) and have no BOM mark. It contains a sequence of text messages to show during the sound sample, each with start and end timestamps within the sample's timeline. It is recommended to use common software to create .srt files for sound samples, instead of writing them manually. This way is more flexible but more complicated, and it is only necessary for long sounds, for instance sound sample of a briefing video. It's a simple enough standard that it can be shown as an short example, demonstrating that subtitle segments can have time gaps between them. And the example can show correct TDM usage, without requiring a trip off-site and picking through features that TDM doesn't support. Specifically, the example shows how to define two lines by direct entry, rather than using unsupported message location tags (X1, Y1, etc.). And skips other unavailable SRT font markups like italics, mentioned in the wikipedia description. The example would also show the TDM-specific path treatment. The example could be inserted before the sentence "It is recommended to use common software...."
  16. I've mentioned a couple times that I wanted to try a super speed build. Inspired by Sotha, I've started a "Let's Map" series that aims to see what kind of mission can be created with a build time of 4 hours, by relying heavily on modules and prefabs. Will I succeed? I don't know. But that's the challenge! If you want to use the prefabs shown in these vids but don't have SVN, you can download them here: http://www.mindplaces.com/save/prefabs.pk4 There will obviously be spoilers for the mission if you watch these videos. Since the mission is going to be built in 4 hours, I'm hoping it will be available for play in about two weeks. Part 1. Build Time Total: 40 minutes Part 2. Build Time Total: 65 minutes Part 3: Total Build Time: 1 hour, 42 minutes Part 4: Total Build Time: 2 hours, 32 minutes Part 5: Total Build Time: 3hrs, 12 min Part 6: Total Build Time: 3hrs, 48 min Part 7: Total Build Time: 4 hours, 22 minutes Part 8: Total Build Time: 5hrs, 3min. Part 9: Finale:
  17. OK I think I've got to the bottom of this. I've created this forum thread (with bug report): https://forums.thedarkmod.com/index.php?/topic/22221-bug-drowning-ai-in-shallow-water/ I can apply a workaround, although it won't be perfect and the bug itself needs fixing in the engine. There are a few other things that need fixing so will put an update together soonish.
  18. If any mappers have encountered weirdness with kill objectives not working with drowning AI, I think I've found out why. I don't think it would be a particularly difficult one to fix either. I've raised this bug report: https://bugs.thedarkmod.com/view.php?id=6323 Some context here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=487316 I think this is a bug, but just raising here in case some people think otherwise.
  19. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

  20. I wonder what would happen to combine TDM characters with Auto-GPT, characters that learn autonomously, that is, they no longer have predictable routes and behaviors, they themselves can devise strategies to catch you, when they discover you, which naturally increases the challenge considerably. https://news.agpt.co
  21. I always play missions on their medium difficulty so I can enjoy the challenging stealth gameplay without having to search nooks and crannies for all loot. But this leaves me to wonder - besides objectives, am I missing out on some other increase in challenge because of sticking to medium difficulty, even though I have maxed the AI settings? - Answered: Whatever the mission author has set for differences in difficulty, but it is possible that guard awareness raises per difficulty level independently from mapper's settings. Also, (enumerated) 1. Is there detailed information somewhere about all terrain types with how much noise they cause compared to each other? - Answered: The mission "Sound alert and Blackjack trainer" should give some understanding. 2. Can you peek through keyholes, and if so - how? I might remember it wrong but one mission that I played allowed me to "lean forward" toward a keyhole to see through it. Was this a removed feature, or just mission specific? - Answered: Yes, it is mission-specific, implemented by author 3. Is there a secret on how to land / get down from a taller object more softly? I land while crouched and holding "creep" key, also try to slide down or descend by baby-steps whenever possible, but it's not always enough to not be heard.- Yes, I can always lower the AI hearing, but I think it adds a nice challenge except only for the dropping part, so figured I'd ask first. - Answered: Yes, you may be able to drop a readable document to where you intend to land. 4. Is noise masking a feature in any way? Meaning does a guard have a harder time hearing you when they are close to something that causes noise? 5. How long did it take for you to learn Dark Radiant enough to release your first mission? Thank You all for the wonderful game and regular pieces of experiences.
  22. Author note: It's hard to believe it's already been a year since Act 1 came out! Well during this mission the player will be following Corbin into the Grimwood district to followup on a lead from last night (Act 1) .. the mysterious tablet! This mission is my first time including full EFX support as well as a HD briefing video file, additionally a new script has been added crafted by the talented Obsttorte which has loot flying towards the player when you pick it up. On a level design front I have tried to change things up a bit by really catering towards a number of play styles, this mission can be completely ghosted or you can use the tools at your disposal to wreak havoc on the citizens of Northdale. For the first time I have tried to create more sandbox environments which don't offer clear answers handed directly to you, so if you're having trouble figuring something out try a different method. This mission takes between 1 - 2 hours to finish depending on the difficulty you play on and how thoroughly you explore. I hope you enjoy your night in Northdale! - Goldwell Voice actors Fen Phoenix Goldwell Random_taffer Yandros Beta testers Amadeus Boiler's Hiss Cambridge Spy Chakkman Crowind Epifire Kingsal SquadaFroinx Custom Assets Andreas Rocha DrK Epifire Grayman Kingsal MalachiAD Obsttorte Sotha Springheel SquadaFroinx Purgator With special thanks to Epifire for creating a large collection of custom models, Grayman for helping out with coding, Kingsal for drawing the ingame map and Moonbo for his script revision on the briefing video. Available via in-game downloader MIRROR File Size: 417 mb EDIT: If you are having performance issues please consult this post by Nbohr1more which may address your issue http://forums.thedarkmod.com/topic/19936-fan-mission-shadows-of-northdale-act-ii-by-goldwell-20190320/page-2?do=findComment&comment=436271
  23. A more critical take: Quicksaving (at its worst) is a vile panacea that enables complacency and mediocrity from both players and map makers, by promising a lowest-common-denominator solution to every problem. Want to a tough stealth, or platforming, or puzzle sequence in your mission? Well there's no need to worry about things like the consistency or fairness of the challenge, or about providing alternate solutions to accommodate different playstyles. Anyone who is having trouble will just save scum their way through. Having trouble with a particular section? Don't concern yourself with whether there might be a different solution that would suit your abilities better. Don't think about taking some time to polish up your skills somewhere else, and returning to the challenge later. Just keep banging your head against that wall. Eventually chaos theory and the law of large numbers will see you through. Never-mind how that string of failures might sour your experience of the rest of the level. Never-mind how you've deprived yourself of an emergent story arc about using creativity and self-improvement to overcome adversity. At least you didn't have to "waste your time". Of course, I understand there is a pernicious tradeoff baked into the above philosophy. TDM and Thief are often buggy. Their gameplay is also highly emergent, making it impossible for a level designer to anticipate every situation. Quicksaving pretty much guarantees players always have a way to backtrack and scrape a win out of what would otherwise be a labyrinth of unavoidable dead-ends. It makes these games far more accessible, both to the players, and to the map makers trying to create enjoyable experiences for them. Without this panacea, there would be a much less content and a much smaller fan base for this kind of game. But after 20 years of experimentation and practice, I do think there are some level designers and players who are capable of surviving and thriving on that level in TDM and Thief--without the safety net of the quicksave. And being so firmly tethered to it is holding them back. While watching your ghost walkthroughs, @marbleman, I always shake my head when you'll occasionally take half a dozen reloads to nail a particular jump or stealth maneuver. "With your skill, couldn't you find a reliable solution to that section?" I ask myself. And on an intellectual level, I recognize that, no, you using this solution probably means there is no reasonable alternative. But on a visceral level it still bugs me. I feel vicariously let down by the level designers in those moments.
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