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  1. I'm happy to present my first FM, The Spider and the Finch. There may be a spider, but no ghosts or undead. It should run a couple hours. It's now available on the Missions page or the in-game downloader. Many thanks to the beta testers Acolytesix, Cambridge Spy, datiswous, madtaffer, Shadow, and wesp5 for helping me improve and making the mission to the best of my abilities. This would not be have been possible without Fidcal's excellent DarkRadiant tutorial. Thanks also to the many people who answered my questions in the TDM forums. Cheers! 2023-12-13 Mission updated to version 3. Fixed a bug where the optional loot option objective was not actually optional. Updated the animations for Astrid Added a hallway door so the guards are less likely to be aggroed en masse. 2024-05-31 Mission updated to version 4. Adjusted tower guards Added voices for conversations Improvements to objectives 2024-07-12 Updated to version 5. added dialog subtitles small bug fix
  2. If you've already tried used_by scripts I don't see anything obvious down that route. The way I'd approach it then is: 1) Make a looping script that checks every 0.5s what category of inv_item the player currently has selected. If it's lockpicks... 2) Check what entity the player currently has highlighted. If its classname key is that of a door and it's locked... 3) Loop through all AIs in the map, checking if they can see the player. Can look at the A to Z Scripting guide for a method to do this. Apart from that, you could derive a new scriptobject from the lockpick scriptobject which has a modified "activate" function that sets a global float variable for when the lockpicks were last used using sys.getTime(), and apply this scriptobject to your lockpicks via the spawnarg. Then you could have a global looping script check if the player very recently used his lockpicks, and if so check whether any AIs can see him.
  3. Hi guys, through the "cheats" topic I got the idea, that it would be quite useful, if there were tags for missions (the post was about removing the killing restriction in some missions to suit the prefered play style). I don't know how easy or difficult this is, but with them, it would be quite convenient to pick missions with playstyles, environment, etc one does want to use. This could also be expanded to other mission properties. I remember a discussion about climbable drains, handles on doors, that cannot be picked and other things the map author chooses for himself. That way these things would be clearer and as I said before, it is easier to choose missions with playstyles that suit oneself. What do think?
  4. Since due to the nature of this forum, file/image sharing is used quite frequently, I thought to present some alternatives to the widely used Gdrive, which I don't like so much, especially since the last TOS change. File Sharing To share large files there are several options that also do not require registration. The first is File Hosting Online, which supports files up to 25 Gb, encrypted and also includes a Virus Scan that ensures safe use Another good option is Gofile, free to use, privacy focused and unlimited Bandwith. No refistry needed. While the files are accesed or downloaded at least one time a week, they are never deleted, otherwise inactive files are deleted after 10 days. If you prefer to use P2P, that means to share files directly from PC to other, without a hoster in the middle, there are also very good options, which permits to share files and folders without limites of type and size. The most easy to use is O&O File Direct, a small Desktop app (sadly only Windows), very easy to use 1 Open the app and drag the files/folders you like to share in its window 2 Optional adjust the days and amount of permited downloads and if you want a password 3 Share the link which apears in the app Done The only limits are, that the receptor only can download your files, when your PC is online, on the other hand this permits that you can stop the download in any moment, going offline or shutting down the PC. The other limit is, that the files to share can't be in a protected folder. Her are an Example with a list of Search Enines (Html file 423,56 Kb). While I am online, you can download it https://file.direct/f/pmjVFnjfkjFTKTt5 Videos One of the best options is Streamable (need a free account, inactive videos are deleted after 90 days in the free version) Alternatively you can use Streamja, a simple Video sharer with good privacy, free account optional (nick, mail) Images Ok, there are a lot of Image sharer, most used the known Imgur, because of this I add only one which offers some advantages over Imgur. ImgBox (free account) is a reliable platform to share and host images like Imgur, but it make it very easy to upload and post dozend of images simultaneous, selecting all the images you want and drag them on the window, offering coresponding bulk codes from the selected images to post them with one click for forums (BBcode), Html and others, fullsize or thumbnails. More since Imgur used since some time the hated webm formats for gif images, hardly accepted in most forums.
  5. DarkRadiant 3.9.0 is ready for download. What's new: Feature: Add "Show definition" button for the "inherit" spawnarg Improvement: Preserve patch tesselation fixed subdivisions when creating caps Improvement: Add Filters for Location Entities and Player Start Improvement: Support saving entity key/value pairs containing double quotes Improvement: Allow a way to easily see all properties of attached entities Fixed: "Show definition" doesn't work for inherited properties Fixed: Incorrect mouse movement in 3D / 2D views on Plasma Wayland Fixed: Objective Description flumoxed by double-quotes Fixed: Spinboxes in Background Image panel don't work correctly Fixed: Skins defined on modelDefs are ignored Fixed: Crash on activating lighting mode in the Model Chooser Fixed: Can't undo deletion of atdm_conversation_info entity via conversation editor Fixed: 2D views revert to original ortho layout each time running DR. Fixed: WX assertion failure when docking windows on top of the Properties panel on Linux Fixed: Empty rotation when cloning an entity using editor_rotatable and an angle key Fixed: Three-way merge produces duplicate primitives when a func_static is moved Fixed: Renderer crash during three-way map merge Internal: Replace libxml2 with pugixml Internal: Update wxWidgets to 3.2.4 Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.9.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep creating Fan Missions! 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!
  6. We didn't make the holidays (such a busy time of year) so here's a New Year's gift, an unusual little mission. Window of Opportunity Recover an item for a regretful trader out in a wilderness setting, and discover more! Available within the in-game mission downloader or: Download: http://www.thedarkmo...ndetails/?id=79 Alternative: https://drive.google...WTMzQXZtMVFBSG8 Some unorthodox gameplay on regular/ghost difficulties. (Arachnophobes might prefer short mode...) Please expect to need your lantern in regular and ghost modes! Short ("easy") mode is a smaller map, so if you are looking for areas others reference below, or 100% of the loot, you'll need to play on another mode. I wanted to create my first mission before I became influenced by too many others' ideas, and limited myself to what has been done before. As such, this mission is not set in a city/town, and has some features that are likely to be provocative. There's a section some really like, which others don't, either way I kept it short to not last too long. That being said, I hope you do find it fun! :-) Special thanks to those who provided valuable testing and feedback: Goldwell, Kyyrma, plotzzz, 161803398874989, PPoe & Bikerdude (who also contributed a sound). (Please remember spoiler tags to not expose things meant to be discovered by playing.) Like so: [spoiler]secrets[/spoiler] If you are having trouble finding the main objective, here's what to pay attention to in the mission for hints: There is a spot it's possible to get stuck on the ground in the corner by the cliff/rockfall where there's a rope laying on the ground, please take care if you poke around there!
  7. Beta 11 Fix finished-on state auto-update was unreliable Slighty improve scanner title/author detect Tags are now named some whatever regular-version-looking thing to force GitHub to put the newest at the top
    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  8. So I finally got around to playing the mission. I'm only a few minutes in so I don't have much to say but... there's something about the presentation that's giving me really strong Dishonored vibes, at least in the initial areas. Signs that say "A Lawful City is a Safe City" remind me of "The boldest measures are the safest" propaganda posters littered around the place in Dishonored. And right next to those signs? Some bodies wrapped in white cloth, exactly like plague victims in Dishonored. And the looting animations where items fly towards the player? Dishonored again. Also the merged lockpicks, I haven't see that in a TDM mission before. I think I might have played a mission where only one lockpick was present, but your mission specifically has a merged lockpick item so the player knows not to bother looking for a second lockpick. I actually like the idea of a single lockpick. You say having two lockpicks has no value, to which I disagree for one situation - sometimes you may have to pick a lock ASAP due to an enemy nearing your position, and fucking up the selection of the correct lockpick for the relevant tumbler can add a certain tension. So I'm fine with two lockpicks for most missions, but I won't lie and say that having only one to deal with here wasn't appreciated. Another Dishonored reference (more Dishonored 2 actually) is the Silent Dagger shop, at least in terms of how it operates. Just like D2, mess with the shopkeeper and they'll close off the store. I did notice a locked vent nearby that can't be picked. That was a staple of D2 as well - finding out how to get subversive access to the various stores. I'm gonna assume there's a means to do it here as well...
  9. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  10. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  11. Ok, but I think it should be a recourse and the thief create a weapon from it, otherwise it makes no sense. I think it's fine to let the mapper decide how many lockpicks are used. I personally don't mind the 2 lockpicks, but it should be more interesting if the player can use both lockpicks in every instance, just only one of them will work and you have to find out which still by listening.
  12. I dom't use it, i found it here with the filter set to OpenSource. the TOS and PP isn't excluding for an OpenSource app, if they use ads mean that they also need to pay an server for this online service. OpenSource is not synonymous with free either, perhaps after the beta phase it is no longer free, so perhaps you can take advantage of the fact that it is still free to create a series of textures that can be used or search another one in Futuretools. AI generated textures and assets, by definition, don't have any copyright, so you can use them as you want. https://www.futuretools.io/?pricing-model=free|open-source&tags-n5zn=gaming
  13. Something that occured to me recently - why are there two lockpicks in TDM? The player always has either both lockpicks on them or none at all, and I've yet to see a mission where the player has been in a situation where they've only had one of the picks and need to find the other to fully open locked doors/chests/whatever. Plus, if after picking a lock tumbler the next pick has to be selected, it's just an extra step that adds no gameplay benefit since it's just the act of pressing P and trying again. Might as well have a single lockpick handle everything. I'm not suggesting to dumb-down the game; I'm just missing the benefit of added extra busy-work given you will either have both picks or neither, at least in the missions I've seen.
  14. Maybe you can do something with the animated grass demo: Topic https://forums.thedarkmod.com/index.php?/topic/12985-animated-grass-test-map/ Video: https://www.youtube.com/watch?v=LRCzWOeYxd0
  15. I like that idea much more than any timer, which breaks immersion for me. Maybe only walking and running is allowed when disguised, no crouching, mantling or jumping? Of course if you use lockpicks or the blackjack the disguise fails as well! You need to be able to remove the helmet then...
  16. Okay now I actually think we need a tip system, since in 10 years I never had any idea you can use lockpicks to disarm mines
  17. Sorry for being cryptic, that didn't work very well. It's the lockpicks. Yeah but what if the player has the setting off? Mappers can display tips already although I am not sure how intuitive or easy implementing messages is.
  18. Have you looked in this topic? https://forums.thedarkmod.com/index.php?/topic/21549-fan-mission-in-plain-sight-by-frost_salamander-20220807
  19. well it seems to be a problem for many amd users i see from skimming unity forums, everything from outright crashes to awfull framerates ouch . one user found that running unity in a window made it run flawlessly while fullscreen made it run like alan wake2 on a 1050 gtx
  20. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

    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.

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