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  1. 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.
  2. -:- BEYOND THE MODPACK -:- Let's list here other tools and mods available for TDM. Candidates are supposed to have a degree of completeness, provide some value to players, and work with TDM without much effort. Are we missing anything? Speak up! Refer to the TDM Wiki for an additional list of add-ons. TDM 2.12 introduces Multi-addons support and some mods may not yet be ready for 2.12 but everything will eventually get updated, I am sure. ALL: please use the dedicated topics to comment and/or contact the authors! Do not do it here. Modders: if you don't want your tool/mod listed here, or if you want your tool/mod presented differently, please contact me here or via private message. ~ AngelLoader Credits: FenPhoenix Description: [...] AngelLoader is a standalone fan mission loader for Thief 1, Thief 2, Thief 3, System Shock 2, and The Dark Mod. Unlike FMSel, which requires a separate copy for each game, AngelLoader allows you to manage and play all your FMs in one place. [...] Topic: AngelLoader TDM Support (now released!) GitHub: AngelLoader ~ Unofficial Patch Credits: wesp5 (and other contributors) Description: [...] This patch adds several small improvements to the main game which in my opinion make gameplay more realistic and fun, sometimes easier as well, and it also brings some order to the downloaded missions list! [...] Topic: Unofficial Patch ModDB: The Dark Mod Unofficial Patch ~ Fresnel Mod Credits: nbohr1more Description: [...] It enhances the 3D depth of scenes and makes metals, wood, and skin look more realistic [...] Topic: TDM Fresnel Mod ModDB: Fresnel Mod 2.12 ( Unofficial ) ~ Flame Glare Mod Credits: nbohr1more Description: Wanna have beautiful glows with your Torches and Flames? Look no further! Topic: A little experiment with Fire glares... ModDB: Flame Glare Mod ~ Augmentation Mod Credits: MirceaKitsune Description: [...] an addon that implements detailed player functionality, inspired by the first DeusEx game (The Conspiracy) [...] Topic: Script: Per limb damage, skill system (WIP) ~ Wearable disguises Credits: MirceaKitsune Description: [...] The player can pick up headwear and equip by using the item, making you a member of the target team when active. [...] Topic: Mod: Wearable disguises ~ Alternative Footstep Sound Package Credits: SeriousToni Description: [...] If you like to try an alternative set of footstep sounds [...] Topic: New Footstep sounds ~ Railway Lamp Credits: Obsttorte, Dragofer, Goldwell, Amadeus, snatcher (and probably others) Description: First person view (like a weapon) Railway lamp / lantern for the player. Topic: Player Lamp (beta) ~ Adjust player speed with mouse wheel Credits: Obsttorte, snatcher Description: Proof of concept for adjusting the player speed with the mouse wheel using the external app AutoHotkey. Post: Adjust player speed with mouse wheel ~ Stealth Statistics Tool Credits: Dragofer (and other contributors) Description: [...] you will start every FM with a scroll called "Stealth Statistics" in your inventory, which you can "read" to show a small message with current stealth statistics [...] Post: View Stealth Score during gameplay? ModDB: Dragofer's Stealth Statistic Tool ~ Loot Stealth Stats Credits: kcghost Description: [...] overrides the loot inventory gui and associated script. I got rid of the loot breakdown (jewels, gold, etc.) as well as the loot icon that appears (didn't look right next to longer text). Instead it displays a stealth breakdown and total loot out of the mission's available loot. Suspicions, Searches, Sightings, Bodies, Score, Loot [...] Post: View Stealth Score during gameplay?
  3. Hello Everyone! I've been a fan of the TDM community for some time now. Over the last year or so, I've been chipping away at an FM of my own and it's finally ready for release. Volta 1 : The Stone Volta and the Stone is a fairly large Thief-style mission (Lord Bafford's Manor). It is the first mission of a campaign that follows the Thief and his encounter with an archaic and powerful force. The campaign will span from robbing noble houses to being hunted by malevolent creatures from beyond the Veil. The emphasis is on creating a mood and tone that will hopefully feel familiar to fans of The Dark Mod and the original Thief games. Available through in-game downloader. Or Download here. A few notes Dark Mod v2.8 Required Normal difficulty is intended for new players. Hard/ Expert for most of the TDM community 2+ Hours of gameplay Features lots of custom art/ sounds/ and intro video. If you are stuck or need help: Please PM me or post spoiler free in this thread. I will make an FAQ with hints as they come up! Thanks: Bikerdude, Oldjim, Taquito, Melan, and Goldwell for beta testing. Andrew Bartmess for the wonderful narrator vocals. (v1.2) Special thanks: to FinalBoss and Tins for early alpha testing. I hope you enjoy it!
  4. 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.
  5. So, who is so super excited as me ? (Sorry, don't know how to post YT vid)
    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?

  6. DarkRadiant 3.7.0 is ready for download. What's new: Feature: Skin Editor Improvement: Script Window usability improvements Fixed: Hitting escape while autosaving crashes to desktop Fixed: Def parsing problem in tdm_playertools_lockpicks.def Fixed: DR hangs if selecting a lot of entities with entity list open Fixed: Float Property Editor's entry box is sticking around after selecting a float key Fixed: Spline entities without model spawnarg are unselectable Fixed: Entity window resets interior sizing forcing resize each time it is opened Fixed: Spline curves should not be created with a model spawnarg Fixed: Newly appended curve control vertices aren't shown at first Fixed: Light entities are zoomed out in preview window Fixed: Entity inspector spawnarg fields not always updated by UI windows such as Model Chooser Feature: Skin Editor (see video) Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.7.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  7. I think it is a good idea! Our ingame mission downloader and mission view has long been subject of multiple improvement suggestions. Due to the sheer mass of missions that have been released in the last 15 years, things got really cluttered and especially newcomers will have a hard time finding what they want. However, improving the ingame guis is quite a task, so a web-based application might really suit this scenario well. Maybe we could even add a linke to it from our ingame menus, so user can access it quicker. Some more things to think about Would users be able to add custom tags and downvote / upvote certain tags, much like the system of Steam? This would also allow to add tags like "beautiful", or "difficult". Actually, the more users can contribute to this system, the better, because it will be automatically maintained then. The browser should also contain a flag for whether the FM belongs to a connected series of FMs or not and have the capability to go to the previous or next FM in that series. There should also be a flag for fully fledges campaigns. Some might like a flag whether or not an FM is "ghostable".
  8. Yes, it does. Which makes it interesting that you yourself explicitly said that it's interesting nobody had complained here on the official forums: I did, which is why it stood out to me so much that even though you yourself had personally been involved you would reply claiming nobody had complained here on the official forums. I'm not colorblind at all. Does that make people pointing out that almost no modern games have proper colorblindness support hyperbole? Just because it doesn't affect you, or you choose not to pay attention to the discussion of something, doesn't make it hyperbole. Pick pretty much any modern FPS and you will find plenty of discussion about the near universal disregard for FOV and camera movement as accessibility issues. Denigrating those as hyperbole because you personally don't feel the affects is as bad of a look as demeaning people who bring up the importance of valid allergen warnings like gluten or colorblindness and deafness support.
  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. @snatcher did you play the FM? @computertech82 Your review is almost identical to that of the other review bomber, neonstyle, who didn't play the FM for even 5 seconds but who noclipped to an area where he airdropped before the same door which confounds you. How did you get to that door if you didn't use a rope arrow in the vents? If you were a bit observant and were actually trying to play the FM you might've noticed that the building with that confounding door has two floors, the second of which is ringed by a wooden balustrade where a well placed rope arrow (!!) allows the nimble or even not so very nimble player an entrance to a hall where there's a shooting gallery of open windows to use the water arrows (the player should have 20 or more of them by now) to extinguish the confounding torches. There's also a keyed (!!! how awful !!!) door up there where the thoughtful player might expect a key might be snagged from off the ass of one of the guards sitting up ahead playing poker. That allows the easiest entrance. But oh what the hell. Once targeted by bombers ever targeted and there's nothing to do about it. In a post above I appended an edit to a response to vozka that, since it was an edit, probably went unnoticed so I'll repeat it here since it's really my last word for the time being, given my circumstances of having to learn how to edit all over again (yes, I found myself in a situation where I lost the ability to do even basics like change the ambient light setting! and a lot of the necessary fixes are difficult). @vozka I can now give a more coherent reply and I'm recovering nicely. I agree with every point of the critique and I'm in a quandary about how I should go about applying fixes. I think your preamble to the actual critique shows an exact understanding of what I was attempting to do in the FM. You understand that it is story driven. You understood the main elements of the story, that basically a farm boy of pagan background entrusts himself with a mission. His village needs help. Because he's earned a certain bad reputation and fits the bills requirement for having daring and a certain amount of cunning, so the mission is a natural fit; also amongst other things he wants to earn himself a good name. He has friends to help him along the way, and makes friends of friends along the road of the pagans. The FM uses devices to distinguish the pagans from the enemy they face and divides the space into distinct enemy and pagan areas, and areas in between. The pagans are opposed by corrupt nobles and their army of fundamentalist Builders, as corrupt as the nobles they serve. It's very black and white. Then there's the city guard who, being ousted from real power by the Builders are resentful and won't help the Builders and will ignore the player unless attacked or the player is caught trespassing in their inner court. That's about it. The critique mentions some gameplay elements that detract from the story and I agree about those. It also mentions gameworld failings that interfere with enjoyment, with gameflow and immersion. It seems to me that to fix these flaws will require a total rewrite of the FM, rebuilding the entire thing. For example, I understand the problems mentioned w.r.t. the lighting and know how to fix them, or at least bandage them over so technically there's no apparent problem. But I have a notion that the not so apparent problem here is in what's being lit. That there should be a rearrangement of things so light can be more focused and contrasted with the dark. I'm only starting to think through ways that I might do this. Needless to say anything like this would take time, probably a year, and I'm not sure whether I'm up to it. I've been playing a new mission by Kingsal and know I haven't anything near that level of skill. IMO the FM is unplayable right now. Actually I had asked that it be removed from the TDM database. I don't like the idea of leaving a blot. Thank you again.
  11. 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
  12. I have never stated anything like that. I for one don't necessarely see those principles beeing hurt by what I have written or the example I gave above. A fail-safe route doesn't necessarely mean that the route is one that can be taken by ghosting imho and even if you assume this implication, a setup could also be such that it isn't fail-safe to begin with, but can be turned into such a situation by a minor change by the player, like taking out a guard or a torch. It comes down on how you interpret those principles and how close you want to stick to them. Not doing it in exactly that manner, even if on purpose, isn't rebelling. I know the original games were ghostable and that may even be by design. Deus Ex can also be played without killing anyone. But in most situation I would claim that ghosting (or in the example of Deus Ex not using violence) isn't the easiest and most straight-forward approach to a situation, especially when playing the first time. In TDM fms this is mostly the case, and that's something I am not happy with. Others may differ in there opinon, maybe even the majority. But when we are talking about what makes a game enjoyable, we are talking about a mainly subjective matter anyways. Not everyone has the same expectations towards games and not everyone expects TDM missions to be an exact copy of Thief, even if the latter served as inspiration. And in regards to what TDM is based on: The main motivation for starting the mod as far as I am aware of was the disappointment felt by many about Thief Deadly Shadows, which is probably based on the same fail-safe principles. So the question is on whether said principles are as important for the members here as you consider them to be. That is true, I could have written that in a less polemic way. I just tried to express that the success of those titles may appear as an questionable argument if most of those series aren't produced anymore. This would be a valid point if we would talk about what makes a game or a mission better in regards to how customers experience it. That was what I basically read from your post. He worked on successful titles hence he know how to make successful games. Something I don't doubt, but what isn't the point I was trying to make. This is a hobby. I am not here to do something successful, I don't have to create something a lot of people like. This is not my job. I basically use this as a way to express myself. This has come up in many discussion involving you. You are coming from a professional point of viewing things (which is fine and valid) while others trying to have a good time so to speak. I just assumed that you already know that I am not talking about improving fms in terms of how successful they would be when sold. Maybe my assumption was wrong. In that case you are right and we misunderstood each other. Nevertheless I said that I know that presentation and that I understand what it is about. I see that this is a good approach for making games as a living and that it might be a good guideline even for hobbyists. But there are other approaches to game design as well, some of which are not as popular, some of which are mainly applied in other genres maybe. I just think it doesn't hurt to involve those or our very own ideas, too. This isn't rebelship. The point I am trying to make in many of those gameplay discussions is actually that I get the feeling that mappers often don't have a fleshed out strategy when it comes to creating engaging gameplay. (#) That is probably not even because they couldn't have one, but it is simple not their main focus when creating missions. All I want is to get more focus on that aspect, as in the end we are talking about a game, so gameplay has, at least for me, priority. Obviously they could do this by applying proven strategies like the one you are talking about and this alone would improve the quality of their fms. But they could also apply a different one or come up with their own. They just have to have a strategy. (#) Sorry for the wall of text. @DragoferAs you are a moderator, can this discussion be moved to its own thread? I start to feel bad for abusing poor Goldwells thread and we are clearly off topic here. Thanks in advance.
  13. I actually know the presentation. I can't remember anymore whether you posted it somewhere or whether I stumbled over it by other means. And I obviously don't neglect that the LGS devs had an idea of what they are doing and have done a good job. But neither is their work perfect nor is there an obligation for us to stick to that. Especially as I heavely doubt other fm authors have read the presentation and am sure you will have a hard time finding many fms following these concepts. Which would be important if success would be my goal, or ours as a community. I am not sure whether this is the case. The Assassins Creed games are successful, too, as well as the Far Cry series or Call of Duty or any of the other of dozen AAA titles that I don't like. And I may repeat that the Thief franchise is essentially dead. Splinter Cell is dead. Deus Ex is dead. Dishonored is dead. So there weren't a lot of game series in this genre to begin with and all of them have vanished. So yeah, LGS had an approach that worked but how many other studios of comparable size tried a different approach to stealth games and failed? You can't assume there is only one working way if you never tried another. And from a scientific standpoint it would be nice to name more then one source if you are relying on the arguments of others when making a point. I mean, what are you trying to tell me. That game studios tend to create a gameplay in which the player gets the impression that he managed to handle an almost impossible hinderance that, without him noticing it was more or less handed to him due to clever level design. This is nothing new. It's a common approach and nothing that stands against anything I have posted. We are talking of different interpretations or implementations of the same thesises. And it is always a sure sign someone ran out of arguments if he starts citing the work of authorities and undermining the others position by putting him into categories like "rebel". There is a lot I am, but definetely not that. Because I don't see any conflict in thief gameplay and giving the tools handed to the player an actual meaning. Stealth gameplay for me doesn't imply to not interact with the ai or the surroundings. And I haven't implemented the stealth score. I am not even a fan of it. And how does that stand in contrary to my example? In the end it comes down to choices. All I say is that those choices should incorporate the use of your gear, so there is a value in having them.
  14. $speaker_sausages.setKey("s_volume", 2); That is a spawn time script function meaning what it does, only happens when a entity spawns, so would need to restart the mission for it to make effect, if you want to change something during gameplay, you need to call other functions like /** * Fades the sound on this entity to a new level over a period of time. Use SND_CHANNEL_ANY for all currently playing sounds. */ scriptEvent void fadeSound(float channel, float newLevel, float fadeTime); or /** * Set the volume of the sound to play, must be issued before startSoundShader. */ scriptEvent void setSoundVolume(float newLevel);
  15. Recommend something free and easy, thanks!
  16. In order to better discuss performance, please look into this article: https://wiki.thedarkmod.com/index.php?title=Tracy:_timeline_profiler#Gameplay Perhaps inspect some Tracy records too. The game consists of four main parts, most of them run in parallel: game modelling renderer frontend renderer backend GPU Let's suppose n-th part consumes Tn milliseconds of time on some interval, then the interval takes min(t1 + t2, t3, t4) of time in total. Usually either p.1 + p.2 or p.4 are bottleneck. If you try doing less updates, you cannot make renderer backend and GPU faster: it still has to render all the stuff every frames. Except for something like reusing shadow maps between frames, which is not implemented yet. You can make game modelling faster if some entities skip thinking. The most time-consuming entities are AIs, and this kind of optimization is applied to them since the very beginning of TDM, known as "interleaded thinking optimization" (Doom 3 had similar but stronger "dormancy" concept). If an AI is behind closed doors and far from player, then he thinks rarely, e.g. 3 times per second. You can use cv_ai_opt_forceopt cvar to experiment with it. It took much effort to make this work reliably, but without it TDM should be very slow on anything but small levels. And this optimization caused some headache later, for instance it caused distant AIs to randomly die with uncapped and low FPS. All the other entities think every frame, as far as I know. Some entities are known to be dangerous to think rarely: that's mostly physics-related things like ropes and ragdolls. Another thing is that many entities spend negligible time in their Think methods, and most entities don't think at all (only "active" entities think, see listActiveEntities command). Speaking of renderer frontend, you can update entities less often. Then you can reduce time on understanding which areas entities belong to, and on generating interactions (that's the main part I think). However, there are parts of frontend which are view-dependent, so they need to run every frame. You can experiment with cvar r_skipUpdates. As far as I understand, it disables all updates of render entities/lights from game code. The game modelling still runs, guards still move around, see you, speak, chase you, and kill you. But renderer displays the obsolete state of the world from the moment when you set the cvar.
  17. This. There's really no need to pack everything into this game. I already scratch my head about all those tons of super "useful" suggestions, and even additions to the code (presented in a really aggressive "add it, or I will be very disappointed because I spent so much work on it" manner) by some hyperactive users here (no, I won't name names ). I hate bloat. Focus on a few gameplay elements, which fit to the theme of the original Thief games, but, don't make this a boring feature monster, which does everything, and nothing really in depth and good. If you really want such stuff, do a mod or something, but, please, keep it out of the base game.
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