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  1. Yes, I left it a little ambiguous as to what I meant; in that Both there is 1 particular model over-used AND that there are more lamp/lantern options available now. (more and some form of Modular-lamp would be neater) I think that is a 'Naval / Marine' "Den Haan Holland" brand lamp; for yacht use...and apparently STILL-MADE (today). [or its not and its a 'Tung Woo' from the late 19th century, Marine/Ship wall-lamp...its hard to tell them apart]
  2. Oh yes: I have both sight and hearing set to Forgiving. I didn't think that would be related: IIRC it only affects the multiplier for how much being seen in light or heard while making noise increases the alert level per event. I should test on a higher alert level too just in case: I tend to be sloppy and impatient thus I used that for years so I wouldn't get caught all the time on more difficult FM's (lots of guards in tight areas with lights you can't turn off). I have noticed an aspect that does work well: If you're making noise by running even in darkness, alert AI will head toward your direction while searching, they won't go around randomly but actually care where the impulse came from. The problem is that this doesn't seem to scale over larger distances: If they briefly see you in broad light at a distance enough to draw weapons, AI won't head toward your general direction but begin searching their own vicinity... and at least on Forgiving the same happens if you shoot a broadhead arrow at a guard's helmet: I still think the guard should actively run toward your location instead, not exactly where you are but they should go to that road or barge into the same building.
  3. It's easy to imagine how #1 can be solved fairly: When the player or an enemy AI shoot an armed AI, the AI that was hit should be given a random destination near the attacker to run to. The further the player is from the target, the larger the radius around the player in which a random node may be picked; If you're far away the virtual sphere should be large, meaning AI may run to a room or passage near you but still in your general direction . This new behavior should be influenced by AI acuity and difficulty settings though I'm not sure which ones... also toggled by one, for those who prefer the old way and abusing clueless guards as they wonder what force of the universe must be hitting them. By the way, and I just realized this now: The problem doesn't only affect attacks, but also spotting the player before attacking. Think of the last time a guard standing outside spotted you on a balcony before you hid, enough to draw their swords and start searching but not attack you outright; The guard was alerted by something in a building, yet he draws his sword to search the area near him. If I'm standing outside and think I see a burglar in my house through the window, I'm going to go near my home if I plan to confront the possible intruder, not start looking around the road next to me and say "I know you're here somewhere" which would imply I have a serious problem Main reason I mention #2 is when I helped with transcribing the subtitles for the drunk voice, I noticed there are voice lines for AI returning with an ally. Two in fact: If the player is still there the AI has a voice line for telling the other person "that's the one let's get him", if the player hid there are lines such as "you were too slow now he got away". Those voices in particular are never played, or at least I don't remember ever hearing them in all those years: It occurred to me while I wrote this post that they're likely designed for a mechanic that was never implemented... or was but broke very long ago? Curious what its history is.
  4. I've never been into deck building games, but this one is excellent. Fairly complex, but unfolding slowly, and super addictive. The "just one more go" syndrome is strong with this one
  5. I'm pleased to announce my first ever mission, The Factory Heist. If you're in the mood for a short but challenging and intricate mission I'm confident you'll have some fun with this. Title: The Factory Heist Short description: Workers at a factory have unearthed a buried building beneath. Sneak in, find a way down there, and loot it for antique treasure! Filename: factoryheist.pk4, now also available on the in-game downloader Author: thebigh Date of Release: 12 September 2020 Version: 1.0 EAX: No Dark Mod Version: 2.08 Content warning: No spiders, no undead, no rats, just one skeleton hand Many thanks to my beta testers: Cambridge Spy, Vanished One, Wesp5, PranQster. Be sure to read the little book in Lukas Dunbar's office Screenshot: Help, I can't reach the loot goal:
  6. revelator

    solus

    well decided to have a look at setting it up on solus and ... it does not exist as a package. you can still build it yourself but there are some pitfalls. timeshift relies on dcron which was removed from solus so you have to create the auto backup sequence with systemd yourself (i hope your good at scripting). create a textfile, name it "timeshift.service" with following content: [Service] ExecStart=/usr/bin/timeshift --check Create a second textfile, name it "timeshift.timer" with following content: [Unit] Description=Run timeshift --check [Timer] OnBootSec=10min OnUnitActiveSec=60min [Install] WantedBy=timers.target` copy both files to /usr/lib/systemd/system (-> sudo cp timeshift.service /usr/lib/systemd/system # same for timeshift.timer) Now enable the timer: sudo systemctl enable timeshift.timer you might need these dependencies before building timeshift. sudo eopkg install libgee libvte rsync dcron libjson-glib even though dcron is listed as a dependency it does not work with solus because it is systemd based.
  7. You're right, libxml2 can't be fundamentally broken since it is such a core dependency on Linux, plus the exact same XPath queries work perfectly fine even within our own XmlTest, so it must be something specific to how XML is being used within the registry setup. I found a couple of online sources which suggested that XPath queries might fail if the DTD doesn't validate, but we don't have any DTDs in our XML files and the XML_PARSE_DTDVALID option is not set by default in any case. Encodings are another possible culprit (especially since the problem seems to be OS-specific), but as far as I know encodings wouldn't change the parsing of characters like "[" or "@", and if the encoding was so fundamentally wrong that even regular 7-bit ASCII failed to parse, then how would "//game" ever be found? It seems that whatever the cause of the problem is, it is very well hidden within the API and would probably require building libxml2 from source and diving into it with the debugger to find out what is going wrong. Right, that sounds like the best approach. I'll set the HEADER_ONLY flag on Linux too then for consistency, and integrate it as a header-only dependency like libfmt.
  8. Saw this FM in my list and it said my last playthrough was in 2020 so figured I'd try it again to see what was updated. What a good gem this one was! I think it's at the top when it comes to story and world building, one of the FM's where readables do a lot to immerse you and paint what's going on while events are dynamic and actually feel involved: I'd paint this as a textbook example on doing progression and elements of surprise in a FM... just my own feeling, but recent ones have become a bit too linear and predictable even if the graphics are more impressive, I feel kind of nostalgic for missions like this. With that being said, I should end with a hilarious thing that happened at the end and had me laughing out loud.
  9. New script for mappers: my flavour of a fog density fading script. To add this to your FM, add the line "thread FogIntensityLoop();" to your map's void main() function (see the example in fogfade.script) and set "fog_fade" "1" on each foglight to enable script control of it. Set "fog_intensity_multiplier" on each info_location entity to change how thick the fog is in that location (practically speaking it's a multiplier for visibility distance). Lastly, "fog_fade_speed" on each foglight determines how quickly it will change its density. The speed scales with the current value of shaderParm3, using shaderParm3 = 1000 as a baseline. So i.e. if shaderParm is currently at 1/10th of 1000, then fade speed will be 1/10th as fast. Differences to Obsttorte's script: https://forums.thedarkmod.com/index.php?/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/&do=findComment&comment=310436 my script uses fog lights you created, rather than creating one for you. Obsttorte's script will delete the foglight if entering a fogfree zone and recreate it later more than one fog light can be controlled (however, no per-fog-light level of control) adding this to the map requires adding a line to your void main() script, rather than adding an info_locations_settings entity with a custom scriptobject spawnarg in my script, mappers set a multiplier of fog visibility distance (shaderParm3), while in Obsttorte's script a "fog_density" spawnarg is used as an alternative to shaderParm3 smaller and less compactly written script fogfade.scriptfogfade.map
  10. I very much doubt it. You are building from source on Ubuntu whereas demagogue is reporting a problem with the released Windows build. I believe your error is the same one I encountered here: This error is triggered by a change in Greebo's repo which I haven't yet merged, so if you build from my repo you should avoid this issue.
  11. The devs didn't title this thread, and @datiswous said they're attempting to mislead people by using Russell's name and a retro style to make it resemble Thief, which is cynical. I grew up on forums like I'm sure anyone who likes a game from '98 did. I actually left the Discord immediately after joining it because it was more off-topic doom-posting than anything relevant to the mod. I thought the forums might be better, but it's mostly just grown men yelling at clouds and telling strangers how mature they are, and a few brave souls actually developing anything. Depressing place, I'll just stick to enjoying new missions every 6 months without an account.
  12. True, but, 1. this thread is called "Western stealth FPS with Stephen Russell", and, 2. nothing you said changes anything for me. The gameplay still doesn't look like something I'd enjoy. And, if you really think this forum is cynical, then you don't visit forums much. Actually, the majority of the users are are pretty mature, unlike in other forums.
  13. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  14. 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!
  15. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  16. 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
  17. The problem I have with antiportals is that using them is too hard. If the obstacle is small, then antiportal won't help much. If it is huge, then it's probably some building and you try to optimize outdoors area. The antiportal over whole building makes sense, but: Rectangular antiportal is not enough: you need something that fills as much of the building's volume as possible, at least a box or two crossing antiportals. Are you really 100% sure player cannot open doors and look through the whole building? Are you sure you would set antiportal in such a way that it won't block something visible? Your antiportals cannot affect all areas like visportals do, because when player is indoors, the antiportal will block his visibility. You want antiportal to work only when player is outdoors, so you need some filter with locations. It becomes so messy that if a mapper wants to optimize his building, he just better place all the portals around and hope for the best.
  18. With TDM 2.12, after the credits finished, the "Mission Complete" screen did not display. I found that the screen was black and I could hear my footsteps when I tried to move around. I think the reason for the mission not completing successfully was that the "Do not kill or harm allies" objective was never marked as "1 = STATE_COMPLETE" instead it was left as "0 = STATE_INCOMPLETE". Note, I didn't use noclip throughout the mission. Same as: https://forums.thedarkmod.com/index.php?/topic/18054-fan-mission-the-accountant-2-new-in-town-by-goldwell-20160509/&do=findComment&comment=458491
  19. How about using TDM automation framework (and maybe pcem/qemu)? More info see: https://forums.thedarkmod.com/index.php?/topic/19828-automation-features-and-discussion/
  20. If the "mission fails as soon as stealth score turns non-zero," that would not be good for ghost players. They might need to find out "how" they failed and experiment to avoid alerting guards. They might need to take those score points as a "bust". They might need to take those score points to complete an objective. Then, mission authors would need to encode exceptions into their missions, which would be a lot of work (if they decide to do it at all). However, part of what makes ghosting challenging and fun is when mission authors do not create their missions with ghosting in mind. Please see: Official Ghosting Rules: https://www.ttlg.com/forums/showthread.php?t=148523 Writing code for these rules would be a huge undertaking. Ghost Rules Discussion: https://www.ttlg.com/forums/showthread.php?t=148487 Creating an official mode could alienate these dedicated ghost players, because it would clash with what is considered ghosting in the community. Including the Stealth Stat Tool mod in the official release would be more useful. Or, making the audible alert states of guards quick and easy to recognize could help as well. For these reasons, I don't agree with an official "Ghost" mode. If the dev team were to do it, we should consult with @Klatremus so we get it 100% correct or not pursue it at all. (This ghosting bit should probably be in its own thread.)
  21. Since it already has been mentioned in the forums, I'd like to announce a small project of mine. A few weeks ago I was playing Legend of Grimrock and it struck me that their level design is extremely simple and modular, and yet, the player can spend quite a lot of time in the game. And it looks pretty, too! So I wondered if it wouldn't be possible to create a modern "Dungeon Crawler" (solve puzzles, fight monsters, collect loot, progress your character, upgrade your equipment) type of game inside the TDM engine. The engine already supports a lot of things one needs for this, and the overal structure and assets work, too. And with prefabs, one might get the level layout done quickly. However, building a few test prefabs in DR is easy, but creating a full mission out of them is quite painful. Not only needs it a lot of planning, but you can also spend a lot of time "upgrading" things later on. For instance if you later want to add a grime decal to the walls, you have to revisit the entire map. Even worse is if you find out later that your block size must be bigger or smaller. So the idea was born to create a sort of framework that can assemble missions from prefabs. Preferable while getting the description of the mission from a text file. So far, this has been a lot easier than I thought. Here is what I got working so far: Overview: You can describe your mission in a (Unicode) text file. This contains overall options, different locations (each location can have its own ambient light, music,name, fog), and the connections between the locations. Each location can have multiple "floor levels", these are stacked on top of each other. The config file also specifies which symbol means "use this prefab". It is also possible to specify links (per location), which means you can say "this lever with the symbol A opens the door with the symbol D". The framework reads the prefabs, and then positiones them in the map. It also glues all the locations together, adds location_info entities, a player start, an exit, and an objective to reach the exit. The resulting map is then enhanced with script objects (all nec. assets are bundled together), and automatically dmapped via TDM. Everything then is packaged together into a working .PK4 file. My demo map takes about 20 seconds, where 15 are dmap. In addition to the "basic" stuff I also managed to get a few things working, like a pressure plate, portcullies, and also made some puzzles. Oh, and per location fog (fading from location to location). Different difficulty levels are also supported, one can specify "this prefab appears only on easy" etc. You can find more info and screenshots and demo here: http://bloodgate.com/swift/ There is also a developer diary where I will be posting interesting entries from time to time. Here is an DR shot of a sample level, consisting of small modular prefabs and one large (the large hall on the lower left): The next steps will be to add more randomness (either static at map generation, or at runtime, so the map is slightly different each time you replay it). Also, while it is already possible to "overlay" prefabs (e.g. "for this location, look first here before falling back to the default"), it is not yet possible to "reskin" prefabs. This would be something which is impossible in DR (you cannot really reskin worldspawn brushes, unless you live with the fact that it is all manual For now I'm quite excited!
  22. I love the looks, atmosphere and layout of this mission and the map is beautiful drawn. I just found it took too long to find a clue about Deacon. It's all in one building and most other places feel very empty. There's a sound file in the sound\sfx folder called message_smythe.ogg . It's from an audiograph, I think, but I never found the audiograph. I found only 3 music audiographs. Is it actually included somewhere in the mission and if, where can I find it? message_smythe.ogg No, I knocked out the killer and (ironically) left him in a room together with one of his victims. I later returned and then he was gone. So I had to search him. Luckely this wasn't too hard in this case. We'll never find out what he would do about it..
  23. edit: I've created a video series to showcase the new modules and give examples of how to use them: http://forums.thedarkmod.com/topic/18683-using-springheels-205-modules/ Hope you enjoy them! There might be a bit of a learning curve, but before you know it you'll be creating scenes like these:
  24. Thanks. Anyway even the prehistoric version is crashing a lot, so I'm getting the message that it's not worth building on my little travel laptop and I'll stick to my gaming computer. It's not such a big loss. I used to build all the time using a really underpowered laptop, and it's nice sometimes, but I guess the game has evolved past that now.
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