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  1. They might be crazy yes but i am generally always looking at the ideas and feedback! Its cool to see clever new ideas and enhancements, so that i can implement them in my own work!
  2. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  3. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  4. I just found this thread on ttlg listing Immersive Sims: https://www.ttlg.com/forums/showthread.php?t=151176
  5. Recently revisiting the forums after a longer period of time I wanted to check the unread content. I don't know if I am doing this wrong since.. ever... but on mobile (visiting the unread content page on my smartphone) you have to click on that tiny speech bubble to go to the most recent post in a thread. If you don't click correctly you'll hit the headline and end up at post 1 in the beginning of the thread. It's terrible on mobile, since not only the speech bubble is really small and was to miss. But also the thread headline is just millimeters away from it so you go right to the first post that was ever made instead of the most recent ones. Am I doing it wrong? I just want to go through u read content a d the to the newest post from that topic.
  6. A@datiswous Ah yeah, well sorry, I was quiet busy and only visiting discord. First time here on the forums since months now I think.. Thank you for the subtitles. I encourage everyone who is interested in using them to download it from here as I'm not sure when I'll be able to implement them myself into the mission. Again, thank you for your work.
  7. I can guarantee you that some actual artists are using AI as a tool that complements the human mind. You can feed your sketches or finished work into it (image-to-image) to generate more details, and the best AI art seen today often involves an digital artist cleaning up the AI mistakes by hand (Photoshop). But in general, the artistically unskilled/uninclined are having their human creativity amplified by AI. People have ideas, and now they can make them a reality without hiring anyone or spending 10,000 hours learning how to draw. Exercising their creativity might inspire them to learn the basics of art, to become better at using the AI. I think you will see a drop-off in low effort content that is spat out instantly by AI, whether that's images, videos, or symphonies. In a sea of AI-generated content, the best or most interesting (viral) will rise to the top, and that will tend to favor the things that had some effort put into them. You might not even realize that AI was part of the process. If you listen to a symphony or other music created partially/fully by AI and you enjoy it, what then? Is it "bad" once you know AI was involved?
  8. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  9. Ignoring is somewhat inadequate as you still see other members engaging in a discussion with the problematic user, and as Wellingtoncrab says such discussions displace all other content within that channel. Moderation is also imperfect as being unpleasant to engage with is not in itself banworthy, so there is nothing more to do if such people return to their old behaviour after a moderator had a talk with them, except live with it or move away. I'd be more willing to deal with it if it felt like there were more on-topic discussion, i.e. thoughts about recently played fan missions or mappers showcasing their progress, rather than a stream of consciousness about a meta topic that may or not have to do with TDM. I guess the forums already serve the desired purpose, or they just compartmentalise discussions better.
  10. heh id worry even more about the management engine built into every cpu out there, in essence you have a backdoor into your PC that cannot be shut by any means other than destroying it. UEFI was a good idea but all good ideas come with a downside if someone wants to use it maliciously.
  11. Cramped, damp, claustrophobic, creaky, and a heaving sea awaits you above deck! Look alive seaman! (That's YOU Taffer!) My Grievances: Open-Flames inside the ship. Normally this would NEVER happen - basically a quasi-Sea Law; it would be Candle-Lanterns, or enclosed Oil-Lamps. Men actually got punished for having open-flame(s); as its a crazy fire-hazard... Wheres the HEAD? Inquiring Deckhands would _really_ like to know - and soon! Its not really clear who is considered 'hostile'...(more a TDM limitation?) My Approvals; Its good, but a little short - BADLY needs that follow on mission...
  12. Yeah, being able to differentiate between footsteps can be justified. Actually, now that I think about, I'm pretty sure some of Thief's alert lines even lampshaded this; pretty sure it had lines like "Is that you, Sir?" I don't think it would be a more obscure mechanic than eyepatch/hooded guards having reduced vision. Or that drunk people are less observant. Imo loud background noise muffling noises would be a very natural and perspicuous, unless you are already heavily geared towards arbitrary/abstract game rules. But you did gave me an ideas there, kudos. After thinking about it a bit more, you wouldn't have to do actually have to do any more super serious calculations, just need to be able to apply a sound loss multiplier to player generated noises within a certain area. Since ambient sounds are set up by the map's designer in static locations, so there wouldn't be any need to calculate the loudness dynamically. Locations already have 'sound_loss_mult' attribute, so you could actually use that simulate muffling, right? The issue, if I understand it correctly, is that if the zone is bigger than the s_maxdistance of your noise generator, then the player's noise will get unjustly muffled even when far away from source of the noise. Or if it's smaller, than crossing a portal will remove the cloaking. Also not sure if 'sound_loss_mult' can be adjusted on the fly. If not, then it can't be used for dynamic distractions (like turning on/off a generator), only static noises. Could be optimal for heavy rain on the streets, maybe? Hmm yeah, this could be another approach. If you can change an AI's sensory stats on the fly then you could probably script dynamic muffling. Add some location based culling to it, so the distance is only calculated while the NPC is in relevant zones, lowering the impact of the calculations?! I do kinda want to do some cooking now and see if I can come up with something fun. Hmm, actually, just had another thought. I remember seeing a recent thread about how Noisemaker arrows are kind of redundant, since broadhead arrows or throwable items can also be used to lure guards over to specific spots. So maybe this could be a smallish buff to Noisemakers: temporarily lowering the aural alertness of guards in its vicinity a tinsy bit?
  13. From a mapper's perspective, that's probably the worst thing imaginable. I'm crazy sorry. It looked great and I feel for you that you didn't want working on it afterwards.
  14. Damn, what a crazy mission. One issue with missions like this is that sharing screenshots that would accurately represent it would ruin the experience. So if anybody is reading this and considering whether to play it or not: this is very much not a standard city/mansion mission. Obviously I was blown away. My favorite moment was wondering "Are these just decorations or will I be able to jump onto them? Surely it's just a decoration." And it wasn't. I bet I wasn't alone in this. The story was a bit confusing in places (the details like family issues, not what was overall happening), but what's important is that the mission was not. It was huge and there was a lot to do, but it flowed well. What helped was that finding stuff in "act one" helped me understand the layout of things in "act two", that in turn helped me find which areas I likely missed in "act one", and I was then free to take my time and return to them. That's a concept that worked really well because the added context made revisiting the old areas interesting again, something that I don't believe any other mission has achieved to do for me. I did have to go through this thread to find some of the secrets, but that's because I generally don't replay missions and wanted to get the (mostly) full experience from my one playthrough. It did seem at one point that the mission could be completed when the player has seen maybe 50% of it, which was a bit strange, but I guess most people here would not do that anyway.
  15. I don't recall a system for noise masking. It sounds like it'd be a good idea, but when you get into the details you realize it'd be complicated to implement. It's not only noise that that goes into it, I think. E.g., a high register can cut through even a loud but low register rumble. And it's not like the .wav file even has data on the register of what it's playing. So either you have to add meta-data (which is insane), or you have to have a system to literally check pitch on the .wav data and paramaterize it in time to know when it's going to cut through what other parameters from other sounds. For that matter, it doesn't even have the data on the loudness either, so you'd have to get that off the file too and time the peaks with the "simultaneous" moment at arbitrary places in every other sound file correctly. And then position is going to matter independently for each AI. So it's not like you can have one computation that works the same for all AI. You'd have to compute the masking level for each one, and then you get into the expense you're mentioning. I know there was a long discussion about it in the internal forums, and probably on the public subforums too, but it's been so long ago now I can't even remember the gist of them. Anyway the main issue is I don't know if you'll find a champion that wants to work on it. But if you're really curious to see how it might work, you could always try your hand at coding & implementing it. Nothing beats a good demo to test an idea in action. And there's no better way to learn how to code than a little project like that. I always encourage people to try to implement an idea they have, whether or not it may be a good idea, just because it shows the power of an open source game. We fans can try anything we want and see if it works!
  16. I want some guards to react to an alarm. Specifically, I want them to go to the room where the alarm is going off. I tried using the alarm technique, but that just alerts the guards where ever they are - they just look around in place, they don't head to the source of the alarm. I tried using path nodes - specifically, I set alert_idle_only on a path_corner, hoping the guard would head there when he was alerted. But, it turns out alert_idle_only is based on HasEvidence, and this flag is not set when the AI is alerted by noise. (it is based on the following: return memory.enemiesHaveBeenSeen || memory.hasBeenAttackedByEnemy || memory.itemsHaveBeenStolen || memory.itemsHaveBeenBroken || memory.unconsciousPeopleHaveBeenFound || memory.deadPeopleHaveBeenFound || spawnArgs.GetBool("alert_idle", "0") ) Anyone know of a technique for getting guards to converge on the source of an alarm? EDIT: I found this: https://wiki.thedarkmod.com/index.php?title=Path_Nodes#Switching_Immediately_(TDM_2.08+) It works by itself - the guard will be alerted and run to the room. But, in combination with the alarm bell, it confuses him, and he stops and searches. So I think I'll use that technique to switch his path, and then make the alarm not audible by AIs (since it doesn't do what I want). EDIT #2: I'm still struggling with this, so if anyone has any ideas or techniques, please let me know.
  17. 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
  18. Sorry for that: I try to be short but at the same time detailed and it ends up as the later. Scripting can accomplish some of this if you need it to, such a core change should of course be done in root if possible, not sure how radical it would be at this point in time though given it would involve gameplay / difficulty changes. Curious what others think and if anyone has even better ideas on the basis of my suggestion.
  19. I looked but didn't see this video posted in these forums. It's pretty cool.
  20. It wasn't a "sacrifice", it was a deliberate decision. People wanted the game to be as close as possible to the original, including pixelated graphics. If you ask me, the former version based on the Unity engine looked and felt better. But, hey... I guess I'm not the right person to judge that, as I never played the original, and always found that the art style of System Shock 2 is much better anyway. This also illustrates the issue with community funded games: Too many cooks spoil the broth. In game design, you need freedom, not thousands of people who want you to do this and this and that. Just take a look at the Steam forums and see how all those wimps complain again about everything. Hopeless.
  21. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  22. 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
  23. This one is really essential: https://www.ttlg.com/forums/showthread.php?t=138607 Should work fine with the GOG version.
  24. https://www.ttlg.com/forums/showthread.php?t=152224 There is a new mapping contest over on TTLG for the Thief: Deadly Shadows 20th Anniversary and the organizers were kind enough to include The Dark Mod along with all of the Thief games as an options for making a mission to submit as an entry. The deadline is a year from yesterday and the rules are pretty open. I recommend going to the original thread for the details but I will summarize here: Rules: - The mission(s) can be for Thief 1, Thief 2, Deadly Shadows or The Dark Mod. - Collaborations are allowed. - Contestants can use any custom resource they want, though TDM cannot use the Deadly Shadows resource pack. - Contestants can submit more than one mission. - Contestants can enter anonymously. - The mission(s) can be of any size. Using prefabs is allowed but the idea is this is a new mission and starting from an abandoned map or importing large areas from other maps is not allowed. Naturally this is on the honor system as we have no way of validating. Mission themes and contents: There is no requirement from a theme or story viewpoint, however contestants might consider that many players may expect or prefer missions to be celebratory of Thief: Deadly Shadows in this respect: castles, manors, museums, ruins inhabited by Pagans and the like, with a balance of magic versus technology. This is entirely up to the authors, though, to follow or not - it is just mentioned here as an FYI and, while individual voters may of course choose to vote higher or lower based on this on their own, it will not be a criteria used explicitly in voting or scoring. Deadline: May 25th, 2024 at 23:59 Pacific Time. See the TTLG thread for details on submissions and the voting process. Provided I can make the deadline I hope to participate. It would be nice to see the entire community do something together, and expressing our complicated relationship with this divisive game seems as good a pretext as any.
  25. I have no idea what's causing this. It's the oil lamp just inside that window on the upper deck of that room. Stuff like this drives me crazy. Also, while I was just sitting outside staring at it, sometimes the light bleed would just suddenly appear even when the door was closed, or it would remain visible after the door was closed and would disappear if you moved/looked around. I thought it might have been another door opening somewhere, but that doesn't appear to be the case. I can't seem to reproduce this at all. I thought it was a similar issue that I had in another section with the ambient light changing slightly, but I can't see any difference crossing between those rooms. Anyone else notice it?
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