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  1. 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.
  2. A search engine with the linguistic capabilities of ChatGPT can of course be useful, but a language model like ChatGPT without access to real-time information, no matter how good the language model is, is nothing more than a toy, can serve as an assistant or customer support for certain products with the necessary knowledge base of this product, but no more. Today, the information from search engines with AI is infinitely more reliable than that from AI chats, especially if they are not from large monopolies that may reflect certain commercial and/or political interests in their responses, as has already been experienced in Google, MS and also BraveAI, the latter with strong influences from the extreme right and whose CEO was already fired from Mozilla for this. Better the independent AI You can try right now https://andisearch.com (My favorite) https://www.perplexity.ai (also as usefull Browser extension) https://phind.com (specially for devs and programmers) https://you.com (the most complete)
  3. The description of missions on server is located here: http://missions.thedarkmod.com/available_missions.xml (cvar tdm_mission_list_urls). Every mission has "id" field, you can put it into template to see details: http://missions.thedarkmod.com/get_mission_details.php?id=25 (cvar cv_tdm_mission_details_url) And from this XML you can put screenshot path into yet another URL to download screenshot: http://missions.thedarkmod.com/screenshots/25_builders_blocks_0.jpg (cvar tdm_mission_screenshot_url) These are cvars in engine: idCVar cv_tdm_mission_list_urls("tdm_mission_list_urls", "http://missions.thedarkmod.com/get_available_missions.php;http://missions.thedarkmod.com/available_missions.xml", CVAR_GAME, "The URLs to check for the mission list XML." ); idCVar cv_tdm_mission_details_url("tdm_mission_details_url", "http://missions.thedarkmod.com/get_mission_details.php?id=%d", CVAR_GAME, "The URLs to check for the mission details XML." ); idCVar cv_tdm_mission_screenshot_url("tdm_mission_screenshot_url", "http://missions.thedarkmod.com/%s", CVAR_GAME, "The URL template to download the mission screenshots." ); This interface for missions database has not changed in ages. Everything else is kinda additional/unofficial information. Maybe we'll add it to "details" XML in future, maybe not. Parsing wiki page is a bad idea for a normal application. But I think someone else did it in order to create a website with the list of missions.
  4. Added per-game web search urls and defaulted TDM to site:thedarkmod.com. I'm working on downloading/parsing FM information and seeing what I can do with it. I really think an in-app downloader would make things a lot more convenient.
  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. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  7. In the readible appears that this Mushrooms can burn, with this information and a room full of flamable papers and books, result in a 1+1 clue, i think. At least for me it was clear, only somewhat struggeling to find all Mushrooms and carry the pot upstairs to this room.
  8. I don't think this would fix the problems of the current tutorial. Which for me is that it is just too boring and random, especially because you can select what section to do in what order! I can imagine player trying one or two and then abandoning the rest while missing information. Maybe we could add more tutorial-like situations and infos to the official campaign missions instead?
  9. At the risk of derailing the conversation, here's something I threw together today. It's a re-imagining of a tiny part of the training mission, specifically the hallway where you use moss arrows to sneak up on a Builder guard and then hide his body in an upstairs storeroom. I agree with @ChronA that the training mission is only competent, not exceptional, and as a tool for attracting new players to TDM it doesn't really get the job done. One problem is that the TDM universe doesn't really have anything like the Keepers, so it's difficult to reproduce a cool training mission like A Keeper's Training. The changes I made for this tiny snippet is that the instructions are nearby, not hidden in a static book in another room. The crucial information regarding shouldering v dragging is communicated via a GUI immediately after you KO the Builder guard. @Wellingtoncrab, if you'd seen this popup on your play of the training mission would it have taken a happy accident to rediscover how to shoulder bodies later? I also added volumetric lights, EAX, and secrets because I figure if the training mission were ever to be revamped it should show off all the coolest new features :] (if you look around a bit you'll also see a shout-out to T1 architecture. because I like it, and because I think paying respects to the original is decent) ztraining.pk4
  10. I just want to say, kudos to @Wellingtoncrab for so steadfastly championing the pro-change side of this discussion! The people who will benefit most from this change are people whose voices we would normally never hear. It is courageous of you to lend them a voice. Also, at risk of beating an already dead horse, I'd like to raise an objection against the anti-change argument earlier that the current set of control complications are all explained in the training mission, and therefore anyone who doesn't find them has only themselves to blame. That requires the training tutorial be fit for purpose, and according to modern standards it is simply not. The TDM training mission is technically competent, but it fails at the critical requirement of giving new players motivation to slog through the learning curve in order to play the game proper. This is an area where Thief inarguably did it better even 20 years ago. TDM's tutorial is too long. It is bloated with too much non-essential information, and lacks any teasers of the world building or gameplay loops that would motivate a player to try the game proper. To anyone with modern gaming sensibilities, the training mission says this game does not respect your time. People today expect game mechanics to be discoverable in the course of gameplay, which largely means clinging to genre conventions as much as possible, and teaching the rest through minimal, immersive tutorialization within the main gameplay loop. A New Job is a big step in the right direction as a replacement, but unless I am misremembering, it is only a partial one. It wisely focuses on the essentials of moment-to moment play, leaving the advanced stuff for the player to discover on their own. Except the whole problem is these advanced features are not at all designed to be discoverable. If your argument is that something is fine because anyone who played the whole training mission would know how to deal with it, that in itself is a sign of a major problem.
  11. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  12. This sog title reminds me of judas priest - before the dawn , i like the eletctric piano part in that song , dunno what kind of eletcric piano they used.. but it sounds like fender rhodes characterisitically i have searched every nook and cranny on internet but can't find the information on what sort of synthesizer they used for that song
  13. I'd like to encourage everybody to post their system configuration either here or in our wiki article. This way it's easier for newcomers to check whether their system is capable and what performance or problems are to be expected. Please include information like: - Operating System - CPU - System RAM - Video Card - Video Drivers (if that info is available) - Experienced Performance, Steps you had to perform to get it running or problematic driver versions, etc. If you're posting here, somebody from the team can transfer that info to the wiki article.
  14. I think that should be of interest to some some of you: https://www.bloomberg.com/news/features/2018-10-04/the-big-hack-how-china-used-a-tiny-chip-to-infiltrate-america-s-top-companies That's China's effort. Most of you probably know about the already public US' efforts due to traitor's info-leaks, but it's related information so I'll post it, too: https://en.wikipedia.org/wiki/NSA_ANT_catalog https://nsa.gov1.info/dni/nsa-ant-catalog/ https://www.eff.org/files/2014/01/06/20131230-appelbaum-nsa_ant_catalog.pdf So far for software security patches for trying to get some measure of security. EDIT: Suddenly after release of the article all parties deny that anything anywhere anyhow happened. Going back to business is probably more profitable than causing a public mess... https://www.bloomberg.com/news/articles/2018-10-04/the-big-hack-amazon-apple-supermicro-and-beijing-respond
  15. Yes, I would guess in creative mode it has tweaked generation parameters, and maybe even an invisible header inserted into the model's memory buffer instructing it to be extra friendly and spontaneous. I think OpenAI's API allows you to modify those sorts of things to some extent. (I haven't tried it yet.) The other thing to keep in mind is that the algorithm doesn't work by thinking of an answer, refining it, and then writing it down. What you see on the page is its actual stream of consciousness in real time. It can only remember and write new text based on what's already on the page.... So its thought process for your discussion might look something like this: The really interesting thing is if at any point you inserted a warning that LLMs are bad at arithmetic and suggested a strategy to work around that limitation, then it might not have made the error or lied about the reason. It always knew this information that would give it the right answers, but until it's written down it's not part of the pattern the model is trying to match so it would be ignored. Bringing this back to games, this demonstrates how immature the technology is. A true consumer AGI based on this technology would be augmented with tools to avoid problems like these: a contextual long term memory that feeds in relevant background information into the model. A supplemental internal memory buffer for planning and contemplation. An adversarial response review process. Etc. We are already seeing developments in that direction, and experiments like the Skyrim NPC demo are showing the way.
  16. Good work! I enjoy short missions because things are nice and focused - you get in, you get out. Also I tend to do better with the loot amounts and I was able to get all the loot without too much trouble, which is rare for me. If I were to make a suggestion though - I found the intro briefing sequence a bit distracting because it was so obvious the narration was pitch-shifted to make a deeper voice. If you felt the original voice wasn't deep enough for your needs, I would either get someone on the forums to record it for you or just leave as is. That's my only real complaint and it's not even about the mission itself, so pretty good first start!
  17. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  18. Thanks for the replies, gonna try those spoiler Tags again now for my short review (oh well it inserted one above my text now and I can't seem to delete it on mobile - this text editor is strange)
  19. Just finished this mission and wow I gotta say in great honor to Grayman and of course the rest of the team picking it up, this was something I've never seen before in any other TDM mission, especially visually wise. I am so happy that grayson gave green light for other experienced mappers to finish his last mission. And what came out of this is really something special. I'll put my review in spoiler tags since I'm now referring to critical mission details. Edit - How do I put spoiler text here on mobile?? [spoiler] test [/spoiler][SPOILER] test [/SPOILER] [spoiler[spoiler [sfah
  20. I've just found this topic by accident by looking for information on how the lines of code regarding weapons function in TDM* and I figured I could give some advices regarding world-building and writing if you're interested, MirceaKitsune *for the moment after exploring the Dhewm3 wiki I'm getting a vague understanding about how it all works, the .def and .script files etc, but I don't find where these files are located in the TDM pak files and the function of a lot of lines remain mysterious for lack of commentaries, I found no information about that in the Dark Radiant wiki... is there a tutorial somewhere listing the functions of all the lines of code in the .def and .script weapon files ? One important thing to do if you want to make your universe and story timeless is to put it openly in an alternate universe, by using the usual "Year X after the Big World-Changing Catastrophe" chronological dating trick: it will allow you to include anything you want in the universe of your game, including anything concerning technology, objects, etc without risking it to become irrelevant or dated as real years pass in real life. This way, your universe is like in a self-contained box isolated from the real life and the "real future" anyone will experience in the following years from today. It's a basic story/world-building trick, but it's a must. Of course, to justify that technology in your fictitious universe has reached such a high point after a huge cataclysm that sent the world back to a Middle-Age level of technology, your plot/story inside your universe will take place several hundred years after that cataclysm. So, it's "Xth Century after the Big World-Changing Catastrophe", to be precise In passing, if you like 1970's aesthetic and music, I suggest you listen to this, from Shawn Lee: https://www.youtube.com/watch?v=appJZrqNYPg Most of his music have that 1970's thriller movie vibe with repetitive piano and violin, cool bass lines, wah-wah effects, the whole stuff. Depending on if you want your universe to have a realistic tone or a more "fantasy" one, you should change the name if you go for a realistic tone: in real life, intelligence services use bland names, often in the form of an acronym or an initialism. For instance, the CIA's department in charge of assassinations and any clandestine action requiring the use of violence is the S.A.D, for Special Activities Division. In france, the name of the section of the DGSE (= french CIA) in charge of that kind of work is the D.O., for Division of Operations, after having been called "S.A." for Service Action until the 1990s and since the 1970s if I remember correctly. Same thing for the name of the specific military units employed for these tasks, in france it is called "(the) alpha cell", which was an open secret for anyone that is a bit learned about any things military but was suddenly discovered by the general public after a shitty president, françois hollande, told of their existence to two journalists just to look "badass" and impress people, and then all the journalist were visibly shocked to learn that a government has to settle things in a permanent way sometimes, like these former nazi supplying terrorists with weapons as arms dealers in the 1950s as a way of getting a revenge against the french government for contributing to hitler's defeat during WW2... they had it comin'. Anyway, about Umbra the fictitious secret government agency in your universe, if you aim for a realistic tone, I suggest to create instead an intelligence agency that is absolutely not secret and on the contrary openly known by the population, with a bland acronym for name, let's say ORIA for "Office for Research and Intelligence Analysis", whether your fictitious society is a republic such as pretty much every country now or instead a dictatorship: as paradoxical as it may seem, even in a dictatorship everyone know the name of the secret police because it is a necessity to keep the population afraid -the citizens need a name to be afraid of, and to be threatened with by the government. Think about the KGB for instance, or, in Romania, the Securitate under Ceaucescu: even if it was a secret police, everyone knew its name and its existence, and even in the 1950's in Soviet Russia everyone knew that the Lubyanka is the name of the building where the KGB operated and where people were sent to disappear if they didn't obey or were "suspicious". Also, whether it's the intelligence service of a republic or of a dictatorship, the thing that is truly secret is always its inner departments/offices/sections, and a lot of time it's often just an open secret as I mentioned. Inside your fictitious intelligence service, there should not be "a special unit specialised in espionage and assassinations": in real life, every intel service is separated in specialized departments having each one its specific task and isolated from every other one (a basic way to avoid getting your whole organization going to shit if it was infiltrated by a rival intelligence service). Which means that: - the unit dedicated to killing people and blowing up stuff will only know and be told "go there and kill this one" or "go there and make a sound-and-light show of this hidden weapons depot there", but never more than that, again as a security measure (OpSec, operational security) in case there is someone of them taken prisoner or decides to betray. - that unit will often have no official existence (like the "alpha cell/alpha commando" I mentioned: you can be sure this name won't appear on the paycheck of its members, they'll just get called as any other agent by your intelligence service's accountants and nowhere in its Organizational Chart will this kind of unit will be named as such, it's usually an oral name, never written down anywhere), and will only be a part of a department such as "The Special Division Tasked With Planning Actions", without any contact with the other departments (again, security: the whole "oh noes, the enemy has stolen the List of all them agentz and made it public this is such an original plot for every so-called spy movie since the last 25 years !!!" doesn't happen in real life). - that department which controls this unit is just one among other departments in your intelligence service, where there are a department tasked with spying (recruiting agents, managing a network of spies which means paying them, keeping notes of the information they provide, making sure they really work for you and that they don't tell you bullshit, etc) and only with spying, another department tasked with building spy gadgets and only that task (GPS beacons disguised as a shoe sole that will be placed in the shoe of such person by a unit from another department that is specialized in clandestine operations that do not involve killing and blowing stuff up), etc. That separation in several services to maintain security is also the reason why every country has 2 intelligence services (15 or more if you're the USA, but that's not the subject ) : - one "internal intelligence service" in charge of everything that happens inside the country, is usually "civilian", has only police powers and spends its time investigating stuff and gathering information on various groups threatening the society from within and what are their projects/actions, which includes spying on and trying to infiltrate organized crime (think: FBI) - and one "external intelligence service" in charge of every threat happening outside the country (think: CIA), usually half-"civilian" half-"military", that spends its time spying outside the country, getting caught spying, killing innocent people who have discovered that agency's involvement in human experimentation for stupid mind-control projects that couldn't work anyway, testing toxic substances on the population of a remote french village or on the population of the USA because it's not like if they have a Constitution to respect or anything, and has a couple of units specialized in killing and blowing stuff up. But not more than a couple of these units: one important thing to know is that an intel service, unless it also serve as a secret police (in such case it will also be tasked with punishing the average citizen for not being doing docile or just being suspect of wrongthink) or has way too much budget and starts believing in "mind-control" and tries testing stupid ideas to achieve this, is primarily tasked with spying, just that. That is, gathering information, whether it is by planting spies somewhere (the glamorous movie-like aspect) or by just paying people to know stuff (the real, mundane day-to-day inglorious that's-not-gonna-make-a-good-action-movie functioning of an intelligence service everywhere, even in a dictatorship). An intelligence service is an institution just like the State' postal service, the State's department of transportation and motor vehicles in charge of delivering driving licenses, the State's military or the State's police: an institution rarely rebels against its own government, just because, well, it's the government and its politicians that pay its member's wages... if you want a true story, after the spying powers of the internal french intelligence service (the DGSI, formerly called the DST) were expended to allow them to more easily struggle against terrorists, they suddenly had their funding seriously diminished. Why ? Well, with these new spying powers they had got, they kept bumping on cases of governmental corruption during their investigations on terrorism funding, as a side discovery while following such or such lead... so the politicians neutralized them as much as they could, re-organized some services to prevent them looking into incriminating stuff, halved their budget, etc, and then some massive terrorist attacks occurred a couple of years later. The agents of that intelligence service were seriously pissed, some were so disgusted that they revealed that information to anyone that could relay it, and no TV or paper journalist ever talked about it. That's all: no rebellion, no "let's bring that government down", nothing. Because the head of the intelligence service is a civil servant / functionary whom wage is payed by the State, and because everyone at each echelon of the hierarchy is more concerned about having a good career than by doing anything, society be damned. And even if they were so pissed that they wanted to put the whole government down, they can't: they have families to feed, rents to pay, etc, so they have nothing to gain and much to lose should they put the political system down -who knows what would replace it ?. In a dictatorship, an intelligence service will be even less inclined to act against the government because 1) the agents often share the same ideology (a KGB agent is as much communist as the Dear Leader), 2) given how hated they are by the population that the agents or their predecessors have been bullying since all these decades, they just don't think it's a good idea to suddenly support The People to try to pass as the heroes. It's only in very specific cases such as for instance in Romania where at some point the Securitate ended up that fed up with Ceaucescu, and, very very certainly, knew that so much citizen were fed up with him too, that a whole intelligence service and not a few angry agents can decide to rebel against a government that pay their wages and provide them with a career and some nice social advantages: the Securitate finally decided to revolt because every element among a long list showed that it was the most rational choice. That's why no intelligence service ever rebels against its government or betray its politicians, so, for the plot of your story that will serve to introduce people to your universe, and again if you want it to have a realistic tone instead of a fantasy tone: only the player character decides that enough is enough and starts going rogue, supported on the margin by a few colleagues that would (or just could) provide only the bare minimum to help. Some money but not much, a former safe house that is unoccupied at the moment, some ammo miraculously lost from the armory, etc, but not more, no support apart these crumbles that they painfully managed to make at the player character's disposal. As for the player character's motivation, the massive reason why that agent finally decided to rebel, see what follows just below One suggestion regarding your story, relying on the groups you have detailed (specifically, the Gak or Draconi): during the first mission of your game, the Umbra intel service (I'm keeping this name for clarity's sake -oh, unintended pun, eheh) sends the player character in a building/research center/whatever belonging to that weird organization called Transgenic Security to find information on what they're doing, because Umbra has gathered a lot of information that makes its director think, once combined, that some very shady stuff is happening. At that point of your story, no one knows the Gak or Draconi, neither the characters nor the player. The player character discovers suspicious stuff, notably documents (emails, etc) revealing that the government is involved in schemes (corruption) with Transgenic Security. Nothing more: no discovery of the Gak or Draconi, nothing. On mission 2, the player character is send on another mission, not related to Transgenic Security, let's say in another country or in the desert, sneaking (or breaking, depending on how the player wants to play) into the base of terrorists to find information. There, the player character ends up discovering (or facing, if the players preferred to go all guns blazing) the Gak or the Draconi. Powerful beings genetically engineered, which is a Great Taboo in your fictitious society, just as today (judeo-christian beliefs firmly rooted in the society, genetic modification Is Teh Evilz, etc). The player character succeeds in accomplishing the mission, that was unrelated to the Gak or the Draconi's presence, keep that in mind, and passes on the unbelievable information regarding the presence of these weird and superhuman creatures, not knowing what they are, if they come from somewhere in the galaxy or if they are engineered through human researches. Mission 3 begins with the player character sent on another unrelated mission, tasked with accomplishing an objective unrelated to Transgenic Security and the Gak or the Draconi. The player character doesn't face or see them this time amongst the local NPCs, but suddenly discovers that Transgenic Security is responsible for the Gak or the Draconi's creation, is shocked, and even more shocked to learn that the government not only knows but has authorized research on genetic engineering in spite of the Great Taboo that this is, in exchange of a lot of money from Transgenic Security and the funding of the next political campaign and the recruitment of the president's cousin on their board of administration. At the end of the mission, the player character is forced to escape as Gak or Draconi troops converge in the location of the mission and have come to kill him/her, and understands that the government knows that he/she knows. Enough is enough: the Great Taboo is broken, genetic research is Teh Great Evilz, the government is corrupted AND they want the player character dead, so with all of this, the character is so pushed over the edge that the only solution is to go rogue and live in clandestinity with the help of the few colleagues that know the truth and have warned the player character about the arrival of the Gak or the Draconi. From now on, the player character has only one objective: to bring the government down, a long-term objective that will very slowly be on the verge of getting done through a lot of fan-made missions If the tone you want to obtain leans toward realistic rather than fantasy, the police force should always side with Umbra but always side against the player character of course, and always attack Draconi / Gak because their existence is so unfathomable due to the Great Taboo that is genetic research that, well, the average police officer seeing Draconi / Gak would believe they are monsters and, as such, threats. Regarding the formulation, one little detail: the police cannot be "hired as guard" by government agencies, since the police itself is a government agency, so any gov agency just receive protection from the police as the government orders the police to protect such or such gov agency when the need arise. The idea of creating an army of superhuman soldiers make the tone of your story and universe lean more toward the "fantasy" than toward the "realistic" side, that's a choice as valid as the other (even if a bit stereotypical), I'm just pointing the effect that this idea has on the general tone To make the government's corruption problem much more important and "motivating" for the player character to choose to rebel, because embezzlement of taxpayers' money would not be scandalous enough for an intelligence agency (they actually are guilty of that themselves, in some countries), the fact that Transgenic Security isn't seen well by the government should be changed and the government should see them as "just another company" officially while being secretly corrupted by them, again this suggestion is only valid if you choose to go for a realistic tone instead of a fantasy one Instead of taking over Transgenic Security's labs to use them, the Draconi should have raided these labs to get some equipment, captures a few high-level scientists and keep them hostages while having blown up the labs to lead everyone to believe these scientists are dead, blown to pieces by the explosion, and established a clandestine base in, say, an isolated hospital, still in working condition and operating patients daily, to justify the fact that they can still pay the electricity bills as they need a power source for their equipment. They would have dig the equivalent of an underground bunker under the hospital, using the old service tunnels as a base from which to dig, a bunker where they hide all the equipment needed to make more of them by cloning, hoping to grow in enough numbers to one day get their revenge against the government, and in the meantime they can employ the player character for missions whom aim is to obtain new scientists via kidnapping, steal more efficient cloning equipment, steal valuable stuff that would be resold to get more money to clone more Draconi or start buying weapons, etc. I hope this helps
  21. I am pleased to announce the release of our new fan mission, The Hare in the Snare: Part 1 Mission type: City Missions + Inn/Tavern Description: People are being abducted off the streets and a Watch Captain requires the services of a thief to help him find out why. Download link (v1.0.2-release): https://drive.google.com/file/d/1HYvM_u56wDB16uIlb7qgS_q3P24V69MO/view?usp=sharing Credits: Mapping and original characters: @Frost_Salamander Story, readables, custom models, voices and cinematics: @Kerry000 Menu title track produced and mixed by @JackFarmer with selected gigagooga sound samples Beta testers: @Cambridge Spy @Zerg Rush @Amadeus @Acolytesix @Lzocast @wesp5 @nbohr1more @Kerry000 @ate0ate @Wellingtoncrab @prjames Additional thanks: @Dragofer, @nbohr1moreand @peter_spyfor technical help @Springheel for the modules and tutorials @kingsalfor allowing @Kerry000to abuse his manbeast everyone else on Discord and the TDM forums who offered assistance Requirements and notes: This mission requires TDM 2.09. Earlier versions will probably work but you might see one or two missing models. You may experience some FPS drops in some areas with lower-end hardware. Mid-range and above should be fine. If you have issues, I highly recommend you use shadow maps instead of stencil (settings -> advanced -> shadows implementation). It makes a big difference. For 'Hard' and 'Expert' the light gem sensitivity has been increased by '1' (meaning easier for AI to detect you). Screenshots:
  22. Okay, I had no idea, I have googled it up now and you are right, to my own surprise. Done, I´ve put some paragraphs which were previously not in spoiler tags into spoilers.
  23. Thebigh is right. The pronunciation tripped me up too, but that is apparently how Leicester is pronounced. Also @TarhielI'm glad you are loving the FM but do you mind putting spoiler tags on your post please
  24. I'd like to better understand what you want. The design of dragging bodies is to hold frob (key down) to drag and release frob (key up) to let go. That way it's impossible to walk away while unintentionally dragging a body. Plus, it's quick to grab and move several body limbs in rapid succession. This is thought to provide a better experience, especially for new players. Towards the beginning of this thread, I created a "tdm_frobhold_drag_body_behavior" cvar. https://forums.thedarkmod.com/index.php?/topic/22198-feature-proposal-frob-to-use-world-item/&do=findComment&comment=487580 "tdm_frobhold_drag_body_behavior", default:"1" Which drag body behavior? 1 --- on frob key up, drop body (limb). 0 --- on second frob, drop body (limb), TDM v2.11 (and prior) behavior. That cvar was removed shortly afterwards, because it was said that it wasn't needed. With that cvar set to 0, a second frob would be required to let go of the body. Is that the behavior that you want? If so, I can add that cvar back. Also, I saw elsewhere that you want the ability to revert back to the old way. If you mean that all of the controls match TDM 2.11, that can be done with "tdm_frobhold_delay 0" and there will be a menu setting to disable it as well.
  25. We will look at some of this stuff, but SPOILER tags, please!!!
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