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  1. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

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

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

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

  2. I suggest that progressive puzzles on demand could work. I don't know of ways to implement it other than using the difficulty settings though. Would be cool if the mission briefing reflected the fact that difficulty affects puzzle clues too. Really thoughtful of you to make puzzles harder with difficulty. Usually I assume that difficulty only affects damage that enemies do, the number of enemies, how easy I am to spot. That kind of thing.
  3. Keep in mind also that mission size, and complexity have increased dramatically since the beginning. For a lot of veteran mappers, it can take over a year to get a map made and released. The last dozen missions have for the most part been pretty massive, with new textures, sounds, scripts, models etc. We seem to be long past the point of people loading up the tools, and banging out a mission in a few weeks that's very barebones. We still do see some of those, but I noticed in the beta mapper forums and on Discord, that mappers seem to make these maps, but don't release them, and instead use the knowledge gained to make something even better. Could just be bias on my part scrolling through the forums and discord server though.
    1. demagogue
    2. jaxa

      jaxa

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

  4. Agreed, those plates are good. Most likely it would be best if the cake and plate models were separate. Since TDM already has comparable plate models that are skinable, maybe all that would be needed plate-wise are the new textures, packaged into skins. For the cake slice, it's possible to imagine a few progressive swapped models with nothing left at the end except a smear of frosting and a few crumbs.
  5. Seems to confirm: https://bugs.thedarkmod.com/view.php?id=5718 does it happen in the latest dev build: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/
  6. It's actually kind of funny, given how stealth games' community members like to think of themselves, as more intelligent, progressive, or sophisticated, than fans of other genres. And then you get situations like this one, where people would go out of their way to create a mod to alter an optional gameplay mode, so it plays just like those standard ones that are already available to them
  7. Wow, I'm impressed seeing so many fellow metal heads on the forums! Moonsorrow was mentioned by several members, definitely in my top 10 bands. Though I would probably classify them as black metal (with folk and progressive influences). Shout out to Devin Townsend too, I mostly know him from listening to Strapping Young Lad, but an excellent musician in general. In general I'm an equal fan of death metal and black metal, and mainly Nordic bands, but there is good stuff from all over the world. I'm particularly a fan of the early Swedish death metal scene with bands like Entombed, Dismember, Grave, Grotesque etc, and the later Gothenburg scene of Melodic Death Metal like Dark Tranquillity, In Flames and others (both of which I've hung out with at concerts, Gothenburg is a small town ^^) For Black Metal it's mainly Norwegian and some Swedish and Finnish bands like Darkthrone, Immortal, Gorgoroth, Lord Belial, Bathory, Dissection, Moonsorrow, Impaled Nazarene and many more. But when it comes to mapping in DR I tend to go for something that's a bit more chill and puts me in the zone. I usually listen to some kind of Dungeon Synth or similar, for example:
  8. Another really good mission. I liked the progressive unlocking of the map as the story advanced- ordinarily I don't like key hunts so much but here it worked nicely because it was bound up in unravelling the mystery as well. The malevolent presence that occasionally makes trouble for you was a nice touch as well. I'm looking forward to seeing how the story ends, if there are going to be more missions. I didn't end up completing the loot goal or one of the other optional objectives.
  9. 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
  10. 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".
  11. TTLG? That's Through the Looking Glass Forums. A looking glass fan community. Has been around for a long, long time. https://www.ttlg.com/forums/
  12. I just read@motorsep Discovered that you are able to create a brush, then select it and right click "create light". Now you have a light that ha the radius of the former brush. Just read it on discord and thought it may be of use for some people in the forums here too.
  13. I think the reason the dev forums exist is to provide a place where the implementation of features can be discussed without getting mixed up with other debates when someone believes what the devs are doing is wrong. We often post public discussion threads for features with subjective elements like the frob outline, because community feedback is very important. But there will always be vocal defenders with strong views for or against certain features, or how exactly it should be implemented in their opinion. At some point a decision has to be made and be carried through, which is what the dev forums are for. Almost all of the threads are very technical, basically explaining and discussing recent or potential code changes with other devs. Its hard to say. Its a hobby the devs do in their spare time, so people come and go when they're in the mood and when they have the time. The team page is mostly accurate except for some relatively newer additions like myself.
  14. No. The Aeden's staff optional objective is the hardest of the game. To point out directions here, though, is getting into an area of heavy-duty spoilers ... so I'm constrained in my response just as I was constrained in my responses to the "endless keyhunt" complaints because to show the rather simple direction would be a huge spoiler. So I had to bite my tongue and take it. Aeden's staff is different, though - harder. I've never tried a no-KO ghost playthrough. Because I'm clumsy and have slow reflexes. I think it might be possible to do a stealth no-alerts playthrough. Are you allowed to KO? I think I've gotten the staff a few times in my playthroughs without alerting the builders in that room. The only switchable lights in the FM are table lamps. The cylindrical style wall lamps aren't extinguishable. The other fire and gas wall lamps are extinguished by water. In the Ox all waiters and commoners in the common room and outside are friendlies - except for the waitress in the upper lounge which is filled with enemies. You need water arrows. Moss arrows. Rope arrows. I've never used a gas arrow in a playthrough of the FM but one would make things easier, for sure. I'm going to replay the area and check through the locations that you mentioned - the loop etc. - then if it's OK with you I'll PM you with some info, tho' I'll ask you if you want the info first. So's not to spoil it for others who get that far in the game (few and far between!). I find it almost impossible not to click the "reveal spoiler" tags and read the info ... and, y'know, spoilers do spoil the real deal.
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