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  1. Even if everything in your mission list has green ticks, there's still motivation to replay missions because there's just so many ways to do better. Whenever you complete a mission the game will autosave just before the mission stats screen, so reloading that save provides a means of reviewing how you did in your earlier attempt and what you could have done better. You might want to replay on a harder skill level, you might want to try to achieve a higher loot score, you might want to get your stealth score closer to zero or ghost the entire mission if possible, etc. Some missions have optional objectives, did you get them all? Some have secrets, did you find them all? Whenever you play a mission for the first time it's never going to be optimal due to its unfamiliarity, so replays give you an opportunity to find a way to do better.
  2. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  3. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  4. The scores get even weirder on my second try: I got "Suspicions 1" at first, for several seconds, and then Searches went up to 1 too. ...but then Searches and Score, went down to zero again. ...so this probably means that ghosting players can be seen in levels, and still get a zero score if they're lucky, if these are the values they're based on. Are you sure that "numberTimesAISearched" isn't actually treated like it should be named "flagIsCurrentlySearching"? (There is no way to complete my custom level yet. This is just what I'm observing in the custom loot bar.) Update These scores are just going up and down all the time, and often they settle at all zeroes after a while! ...and no matter how I try, I can't get a single Sighting score! ...at least in my special level where everything is pitch black, and the lantern (and the glowing marble walls) is the only lightsource. She will act as if she does see me, but the score won't count that as an actual sighting. If you need it for bugtesting, I can attach this map to a post, but only if you need it for bugtesting. Update It's funny when I read through this page, and just see lots of disbelief. As usual I have to be the one to tell you that something is seriously wrong here, and that you should look into it - at least bother to take a glance at what Araneidae is telling you. This invalidates ghost scores that people worked really hard to get.
  5. Shouldn't a direct impect on gameplay and immersion have a higher value then some artificial score? It is believable that guards recognize stolen item, if in prominent spots, which adds to the immersion, making the world more believable, and it adds to the gameplay if the player is put in a spot where he has to decide on whether and when to steal an item, or whether and what measures he performs to avoid the item to be missing (like creating darkness, if possible, or taking out nearby guards). The whole "but it messes with my stealth score, it's unfair" argument sounds like if we were talking about Doodle Jump. Besides the fact that an uniform scoring system does neither take the missions size nor the overall setting into account, which is very individual among missions and can make the difficulty in reaching a specific score differ vastly. You notice whether or not you cause a mess when playing a mission and how often you get spotted. Do you really need a piece of code to tell you how well you've done? In regards to what @demagoguewrote: It is always a good idea to question an author decisions in regards to what said author was aiming for, to which extent this was reached by the measures applied and whether and how the specific design goal could have been reached better by applying those measures in a different way. IMHO TDM is heavely lacking such discussions. But changing something just because some players say they don't like it and for reasons that have nothing to do with the original design intent is a terrible, terrible idea. But if the player understands what you wanted to achieve and can give reasonable arguments on why he thinks a different approach would work better, it is worth thinking that through and see if there are ideas worth adopting.
  6. 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.
  7. I guess part of the issue is that I can't recall any situation in which this has happened to me. In my experience, if the stealth score has increased from 0 then it's been my fault, and if the score has remained at 0 and yet guards are still alerted, I've normally been able to track down the cause as being something else that doesn't involve the AI actually looking at me. If you can find a means of recording a way to trigger the AI reacting to visibly seeing you, then running tdm_end_mission to trigger the mission over screen which also shows stealth statistics and show the score remaining at 0, then that would be useful for debugging maybe.
  8. Just a note to remind developers that the current stealth score is sadly disconnected from the guard alert state, presumably in an effort to avoid this cascade of alerts affect triggering too many stealth score hits. At present it is possible for a guard to spot the player, enter a fully alerted state (sword drawn) and yet the stealth score remains a perfect all zeros. Just now playing through Sir Talbot's Collateral I had the annoyance of encountering a guard with his sword drawn more than half way through the playthrough; I have no idea when this happened, and I either have to put up with it or bail and restart. Regarding the level 1 alerts, these can certainly happen without any visible or audible indication to the player. Sleeping characters are very inclined to this level of alert, and generally have no detectable reaction.
  9. In the stats screen, there is a little arrow at the bottom and if you click it, it takes you to a new page that actually breaks down your stealth score into exactly which alerts were added. It's what thebigh said. The AI have a 5-state alert system, so there's just a multiplier for each level. Level 1 was left off because it's just too sensitive. In some FMs it's already busted right when the FM starts, and it kind of defeats the purpose of a score if a perfect is impossible just because of the mission design. And it's also following traditional ghosting rules. The basic rule is, you're busted if someone "knows a person was there", which only starts from level 2. One of the goals was to allow players to say they ghosted a mission when they get a 0 stealth score. One interesting tidbit behind the scenes was that it's actually pretty complex to design the system because alerts usually don't occur once. It's usually a cascade of dozens of alerts as an AI in pursuit keeps seeing you in front of him. So we (I say we but grayman did most of the heavy lifting, but we had a lot of back and forth discussion about how to make it work) had to design it so an alert was like a discrete event. An alert only counts the highest peak. So it doesn't add the progression through levels 1, 2, 3 if it hits 4. It just counts "4" as the highest hit. And AI have to completely ramp down and stay ramped down for some time period, and then be retriggered from an unalerted state for it to count as a new alert, otherwise it's treated as the "same alert". I learned a lot about designing real world systems for code to handle it in a sensible and satisfying way from grayman for this project. What a hero. I can't say enough good things about him.
  10. If I'm correct, the Stealth Score is almost entirely dependent on how many times you and your actions were actually spotted. The lowest level of alertness doesn't seem to affect the end level score, probably just to still ALLOW you do interact with mechanics without scuffing your score. It doesn't account for ghosting and the like that I've seen, so play as you wish. Or if you want to ghost, it'll need to be self-imposed.
  11. 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:
  12. Hello all! It has been too long since a contest has been organized so this is an overdue proclamation. Part 1: The theme of this contest is "connections". This means that the mission must in someway relate to the story or characters of another existing TDM mission. For example, you could create a mission that creates a side story that connects a Thomas Porter series mission to a mission in the Penny Dreadful series. You could also create a mission that tells the story of what happened to a side character in a Thomas Porter mission before the events of a subsequent Thomas Porter mission. If you are the author of a mission series, you are free to create another entry in your existing series but are encouraged to somehow connect that new mission to a different author's series. If you are not the author of the series, it will be up to you to decide how strongly you describe or imply that your mission is connected to the series. Feel free to make branch stories of the main TDM campaign missions or be more adventurous and branch out from a unique gem like Blackgrove Manor. If you do intend to strongly associate your connected mission to a mission not created by the TDM team or Crucible Team, it may be best to reach out to the original author of the mission for approval or guidance. You are only free to create "official sequel" missions for a series if you either created that series or have approval from it's author. For example, should you decide to create a new Chronicles of Skullduggery mission and call it "COS 4: Sneaky Snacks" chances are that Bienie would not approve of this unofficial sequel and we could not host it or allow it to compete. It is safer if instead you create a mission that tells your own story but incorporates location names, characters, and story elements from an existing mission. Further, when incorporating these elements they should remain largely untouched. You can have your character discuss where Thomas Porter was going (etc) but you should not change Mr Porter's sexual orientation or conjure some story about his desire to quit his adventures to become a hot-air balloon operator. ( Unless the author Sotha approves of your fanciful divergent version of Mr Porter ) More "safe" ways to "connect" your mission to an existing mission: A story book (readable) that tells a fable version of what happened in a different mission. A character who hates the protagonist of a different mission for some reason. A character who has visited a town from another mission. The "connection" attribute will add to the "story score" and will be voted on. ( Ranging from 1 added perfect vote to 5 added perfect votes biasing the average. ) Part 2: 2.10 OPTIONAL Dev Build Bonuses To help promote the 2.10 beta process and encourage more testing, additional points will be added for using features from the latest TDM versions. This will be a risk \ reward scenario since cutting edge features may need to be changed or even removed by the final 2.10 release. We will work hard to ensure that features that are critical to the design of these missions are maintained and improved but we may not be able to guarantee 2.10 beta features will be considered stable for production. Mission authors are free to release a two versions of their mission ( 2.10 and 2.09, or 2.10 and 2.07 etc ) if they want to allow players who don't want to use TDM 2.10 beta ( Dev builds ) to play their mission. This isn't just a 2.10 initiative, you can see below that we are also awarding authors who use features from 2.07 to 2.09 as well. The newer the feature, the greater the reward. The reward for using a new 2.10 graphic or game-play feature will be 6 perfect votes added to your voting average. The reward for using a new 2.10 asset ( texture, model, sound, etc) will be 2 perfect votes added to your voting average. The reward for using a new 2.09 feature will be 5 perfect votes added to your voting average The reward for using a new 2.09 asset will be 2 perfect vote added to your voting average The reward for using a new 2.08 feature will be 4 perfect votes added to your voting average The reward for using a new 2.08 asset will be 2 perfect vote added to your voting average The reward for using a new 2.07 feature or asset will be 2 perfect votes added to your voting average These points will be averaged into either the graphics or game-play section of voting depending on what you add. I will attempt to identify what features are being used but will kindly ask that authors declare which features are being used in their submission thread. Standard Contest Scoring: Total Points = (gameplay * 3) + (Appearance * 2) + (Story \ Theme * 1) Max Possible = Total Votes * 5 (Outstanding) Category Score (%) = Category Points /Max Possible * 100 Total Score (%) = Total Points /Total Max Possible * 100 The vote count was equal in all categories for everyone so: TotalMaxPointsPoss (TMP) = AllCategoryVotecount(ACV) * 30 Full Weighted Score (FWS) = (Gamescore*3 + Visualscore*2 + Storyscore) / TMP Pre-existing maps: The contest will be for newly created missions. Authors can use modular assets and prefabs and limited pre-made map sections. If you wish to use an existing WIP mission, you will need to declare this in your release thread and other participants will need to agree that your mission should be allowed to compete. Otherwise, if multiple authors with WIP missions decide to join we can create a separate scoring for those missions. The submission deadline will be Christmas Day ( but we can extend the deadline if all participants agree to the request. ) ================================= Final Contest Entries: Winner: Wellingtoncrab "Iris" 97.08% Second Place: Bikerdude, Amadeus, Dragofer "Written in Stone" 95.28% 3rd: Kingsal "Hazard Pay" 95.06% 4th: Down and Out on Newford Road - thebigh 81.01% 5th: Paying the Bills 0: Moving Day - Jedi_Wannabe 77.64%
  13. I found a very simple solution for my patch ;): Stealth Score (lower is better):
  14. dev16818-10434 is available. As for renaming Stealth Score, I see lengthy discussion but no resolution yet...
  15. I really want this in Dark Mod now, even if I know it won't happen. https://consequenceofsound.net/2018/12/composer-of-the-year-john-carpenter/
  16. 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!
  17. -:- 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?
  18. 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.
  19. 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)
  20. 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
  21. Please could I beg for some attention to this bug. My latest experiences are with Chronicles of Skulduggery 0 and 1, very playable with supreme ghosting rules (zero alerts, no dousing of lights), except most of the secrets in CoS0 (and hence many of the optional objectives) are well beyond me. Playing CoS0 I picked up the optional stealth objective fairly late in the game. I had a perfect zero alert score, and there were no unaccounted for alerted guards, yet I instantly failed the object on picking it up. Playing CoS1 (Pearls and Swine) just now, got spotted and failed the optional stealth objective ... and yet my stealth score remains a perfect zero. What's going on here? It's clear that there is some "spotted" state that isn't reflected in the stealth score, and this sucks. Honestly, this is spoiling my enjoyment of the game.
  22. 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!
  23. 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.
  24. 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
  25. Looking at that mission, its ghosting objectives checks for: 1) no AI alerted to level 2 or higher (should correspond to standing still for a moment) 2) no AI on team 1, 2 or 5 KOed (default: Builders, guards, neutral street people). If you KOed someone that would explain it (or an AI got KOed for another reason and the objective isn't set to check for player responsibility). Otherwise there could be a bug with how component 1 is set up. In any case, stealth score doesnt figure here. The stealth score fixes are available from 2.11 beta 02, right now we're on beta 01.
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