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    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  1. Hey, playing Sotha's first Ulysses missions atm. While i really love the mission so far, it showed me once again a problem i already discovered in other missions, grayman's "In the north" mission to mention especially. and that is the in parts excessively long paths A.I.'s walk in some missions. While i can understand that some may think it adds to realism and unpredictability, it makes it damn hard to hide bodies for example. For example, in Sotha's mission, i blackjacked the guy working in the steamworks, and hid his body in a nearby room i lockpicked, in a niche which was lit by a candle on the wall, which i extinguished. I spent about 5 minutes in that room, searching for loot, or items to pick up. In these 5 minutes, noone entered, or left the room. Then i went out of the room, and got to an outdoor area in front of the manor. I spent about another minute and a half hiding in the dark behind a crate, to see what's going on outside, and even blackjacke a guard patrolling outside in that time, then all of a sudden, the door i came out of opens, and some housemaid comes out. So i went inside again to see where the hell she came from now, and realized she had even lit the candle again, and probably saw the body of the blackjacked steamworker too. Guys, isn't that a bit too much? I mean, as i wrote, i can understand the added realism and all that, but for playability, it has to be a bit predictable. Stealth games don't work without a bit of predictability. In reality, you won't stand a chance in most cases due to the way real people behave, how unpredictable they are, and coincidence. In a game, i have at least to rely a bit on things i can foresee, and i can't foresee a housemaid entering the place i hid a body after like 10 minutes, lighting the torch i extinguished to darken the niche i hid the body in. That's a tad too much really. It makes it almost impossible to know where you can hide a body so that noone stumbles over it. It has always been predictable in the original Thief games, it's predictable in games like Splinter Cell or Chromicles of Riddick too. So please, consider there's also people who blackjack everyone in sight, and need to hide the bodies somewhere. There's not only people who ghost missions. As i said, that's not to say i don't enjoy the missions, and this one in particular, it's really great, and it's awesome how creative some people here are. Just felt like mentioning this, because TDM really gives me a damn hard sometimes. I mentioned it in another thread already: The original Thief games were considered as very hard games by most of the game press. TDM is a lot more harder even. At least my personal view is that it could be a little bit easier sometimes.
  2. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

  3. Since i think you are good with computers here... I somehow lost one folder on my hard drive. Maybe i deleted it accidentally bur running program for getting deleted data back showed no trace of that folder. I mean no files no noting. I checked and its not hidden and hard drive got no bad sectors... So what else can it be? Any ideas? And i have win 8.1 I was also searching files from that folder if it might be moved, but nothing.
    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  4. I'm sorry i have to criticize a little again. What i have noticed playing a reasonable amount of FM's is, that some map authors seem to implement set guard patrol paths, which means the guard always walks the same way, which is like on the original Thief games, while others seem to implement complex patrol behavior (or is it random?). From a players point of view, and from someone who admittedly likes to knock out guards, a random patrol path (or complex) as can be found in grayman's WS: In the north mission to name an extreme example (in that mission, i felt like, if i waited in a corner in the kitchen, i could have knocked out about half a dozen different people that entered and left the kitchen in any direction, finally, i was stacking unconscious bodies in the toilet...), can be quite a game breaking thing, especially in stealth games, in fact, in any kind of games, you have to expect a certain A.I. behavior, otherwise it will get very difficult, and can break the fun. In this case, it can't be really, that guards patrol all over the place, especially, when you also want to find a safe place to hide bodies. I'm playing Melan & Bikerdude's PD 2 mission atm, and again, i find people who patrol in a really weird way... sometimes, they even stick to the same place, go a metre forward, turn around, go back, and then turn again. What is it with that weird behavior? Is it random, is it programmed? I can imagine that for people who like to ghost, and like a even bigger challenge, it's cool, but for people who blackjack, it's truely a nightmare. There's another issue i had in that mission, and that is, i couldn't enter a room, because the door way was exposed with candle light, and some stationary guard was facing the door, making it impossible to enter. Then i opened the door, shot a noisemaker arrow down the hallway i came from, the guard noticed the noise, came out of the door, and instead of checking the noise source, he came my way, and i tried it 3 times, and the result was always the same. Is there something i'm missing? Shouldn't he check the spot where the noise maker was aimed to? There's really some weird moments you have in this mod, not only gameplay wise, but also, in most missions, there are spots you stick to, when you jump in places, you're not expected to jump. Or some jumps which are designed so that you hardly can do them. Sorry to be so judicial, even though i really like this mod and the missions, there are some things i just feel need to be criticized about it. I can only imagine how much work goes into creating a mission, and nothing is perfect, and there always will be untested areas.
  5. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
  6. This is probably a stupid question, but here goes... Where is the "script" folder supposed to be located?
  7. Its not there I don't know where to go from here. I am on Linux and am fairly new at it so it is probably something really stupid that is causing this problem. Thanks.
  8. Sign out of TDM forums, close browser, re-open later, "Huh...I'm still signed in?"

    1. Show previous comments  1 more
    2. Bikerdude

      Bikerdude

      Its a cookie thats keeping you logged in.

    3. Sotha

      Sotha

      Another visitor! Stay a while; stay forever!

    4. Tarhiel

      Tarhiel

      We´re like a Shalebridge Cradle: what comes in must never leave :)

  9. Morning Would it be possible to get DR 2.0.x to name its prefs folder under "C:\Users\<username>\AppData\Roaming\" to Darkradiant20x etc so mappers can run 181 and 20.x concurrently without one or the other overwriting the prefs for the other etc. ta.
  10. Grayman worked hard adding a great feature for those of us making maps which I'd like to draw your attention to, several path nodes now will trigger their targets, so you can more easily start conversations, have AI comment on their environment, cause a sound to happen, synchronize other AI to move in concert, or activate whatever you can imagine upon reaching/doing these path nodes... This should allow for greater environmental interactivity and dynamics. For example, we often exploit the random targets of path nodes to have AI go different ways or offer different behaviors, to be less predictable to the player, however sometimes they'll repeat the same thing, wasting that work. In recent discussion in another thread, we realized a couple things, a path node could be made to switch, alternating between different destinations, or that random list of destinations could eliminate used routes, to add more variety. (Then when the final one is used, replenish the list.) This also makes randomizing things like loot placement or objective item goals in maps even easier (sans scripting), as you no longer need trigger_once entities, just have an AI target as many path_corners as you want, and have those trigger whatever results should occur from that random outcome, easy-peasy. What other creative implementations come to mind?
  11. Hi ! This is about a minor problem, I checked before the FAQ but couldn't find exactly what I was looking for . My mistake ! I ran tdm_update.exe without creating before a folder "darkmod" and now I can't find the files downloaded :/ ... Is there a place where I should look in priority in order to rediscover those files ( I haven't got lot of space on the disk so I can't afford to simply redo the operation in the correct order . I would be forced to delete the previously downloaded files ) . I'm under Win XP . Thank you for taking the time !
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