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  1. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  2. New western stealth FPS inspired by Thief, Stalker and Hunt: Showdown with Stephen Russell as the voice actor. Haven't tried it myself yet but reviews on Steam are very positive.
  3. Any thoughts about this? It's really not a score, but a penalty. It would be much nicer (and less confusing for new players) to see at the end: Stealth penalty: 0 Maybe "penalty" is not exactly the right word though, but it seems that something like that would fit much better with what that number actually means. Thoughts?
  4. Are there any configuration options or addons available to view your stealth score or breakdown in-game? Or perhaps better, a custom difficulty setting to fail the mission when seen or searched for. I try to ghost missions, but it can be difficult at times to actually know whether you have been spotted until the end of the mission. Loot stats and other "final" stats would be helpful as well, though I have found "bind "F2" "tdm_show_loot"" to be useful for the purpose of ensuring all loot has been gotten.
  5. TDM Modpack v3.2 released! Introducing the Stealth Alert Mod... Check it out.

  6. Hello taffers, I'm currently attempting to ghost (supreme ghost if possible) the aforementioned mission on expert + hardcore settings, and upon trying to loot the spider lair in the sewers, it started to behave rather strangely, as though it was attracted to my general position no matter what: altitude lightgem level alert level. Also, could be a bug with the unofficial patch by @wesp5: rarely when it detects me, the stealth stats won't update when the spider attacks, it will settle to roaming immediately after I'm hidden or on high ground, this didn't happen on my vanilla installation. Since the unofficial patch "balances" some game mechanics, the root cause could be related. On vanilla TDM this is not an issue, or not that I had encountered on my previous normal and ghosting runs of this mission. If this is a core game bug and not something related to the mod, and can be reproduced consistently on vanilla TDM, I can create a bug report if needed. [edited] Thank you.
  7. I'm fairly new to TDM and am curious as to what factors determine a player's stealth score? I tend to be a knock out player and assume the number of KOs I do certainly factor into it. What are some other things that will affect it?
  8. Seems quite interesting, maybe a bit rough around the edges. Available on Steam.
  9. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  10. Hey all, Being a fan of stealth games and specifically the Thief series, I wanted to share with you a little indie title I've been working on for some time. If you're interested, there's a demo out now that you can try. https://store.steampowered.com/app/1417880/Winter_Ember/
  11. Below, I'll be describing what I see as a problem, in the form of a draft bug report. But perhaps there is some compelling reason to keep the existing behavior? So comment. --- Feature request: Prevent stealth retexturing. When you select a surface with Ctrl-Shift-LMB, you give it a blue dot. If you then paste or apply a new texture (e.g., from the Texture Browser), that new texture appears where expected. But you may have, without realizing it, retextured all other surfaces of any objects you had left selected. Typical problem cases: The blue-dot surface belongs to an object that you left selected. So all surfaces are retextured. If it’s a wall, you may not immediately realize that the far side and edges have changed. The blue-dot surface belong to a primitive component of a multi-part entity, and some other primitive component, perhaps out of sight, is still selected. So you change both the blue-dot surface and all surfaces of that other component. Discussion: I would like this to work, at paste time, just like Ctrl-MMB does. Namely, given a particular surface designated, ignore any object selection, and just paste to that surface. More specifically, if a blue-dot surface exists, paste/apply just to that. If it doesn’t, and an object selection exists, paste to all its surfaces.
  12. 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 :) ...

  13. 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.

  14. Deleted 5 disappointing unfinished games last night that I'd downloaded recently, and that's not counting Last of Us 2. That at least had a lot of good things enough to make it playable to the (unsatisfying) end. Most recent was A Plague Tale: Innocence. Now this has a huge amount of stealth but it's a third-person, rigid corridor world, albeit with great medieval graphics - probably the best graphics I've seen. Dark Mod would be brilliant with this engine and resources. But spoilt by zero game saves except the single auto save inventory and last checkpoint, endless replaying of frustrating puzzles (which would have been brilliant with a little optional info and hinting when needed) resulting in me having to play several utube walkthroughs else I could not continue. (Can't help thinking there should be a law about games that are unfinishable without outside help (sometimes unfinishable for many of us even with help, see following.) So yes, the ultimate killer for me was occasional forced combat but especially big boss fights: You play a 'weak' teen girl hampered by having to help her sick little brother along. Now this appealed to me because I played Fallout 4 over TWO YEARS to all 4 endings on difficult setting. Yes, it's 1st/3rd person switchable! Discovered the most fun was before you got loads of armour, power weapons, when it was far more edgy, so played on Survival level. Finished that then started again, designed a 'weak' teen pampered girl who wouldn't wear any armour because none of it was 'fashionable' and she refused to murder humans (yes, it is just about possible to finish the entire game that way, and if anyone wants details, post here. You need some imagination to immerse in your own personal fiction) Then I played it again as this teen but with NO companion to help and NO perks. So imagine my delight when I read about 'Plague' with loads of stealth and a weak girl protagonist. But back to the boss fights. Your only weapon is a slingshot your dad taught you an hour ago! Later (feels like almost the same day) you fight a big brute of a guy in heavy steel armour, in a confined space. I ran around trying to find a way out, then reluctantly tried my sling but my little stones just bounced off his armour (surprising that.) Oh, yeah, by the way, he has only five sentences he repeats endlessly during the 50 or 100 replays I had to endure before killing him. Anyway, I had to go on utube to see you had to hit key points on his armour until parts fall off and finally his helmet. Maybe that's a common trope in games? But last night, captured by the English army and trying to escape, I had endless frustrating tries (really good tough stealth though) before reaching the gate without killing anyone. But then there's a staged (everything is bloody staged) combat with 5 enemy rushing at you. I managed to kill two before being over-run again. And again. And... after 5 times I exited in disgust and wiped the game. If you don't mind occasional tough combat mixed in with good stealth then I recommend Plague even though it is third person. (might be a first person mod on PC?) The newer Hitman 2 I mentioned elsewhere was spoilt by third person. Abandoned during the tutorial. Sekiro: Shadows Die Twice has 3rd person stealth but I wasn't enjoying the forced combat, third person, and silly jumps instead of genuine climbing. The Outer Worlds has some first person stealth but had no immersive character/story for me so I soon found I didn't really care what happened. Endless weak humour trivialises everything you do. Zero tension. I couldn't get excited about finding spare parts for my vacuum cleaner bot. Far Cry 5 was the most playable, stealth and huge 1st-person open world and whatever combat you want/don't want. But about 15 times during the game you magically get a dart in your leg, are captured and have to endure staged frustrating corridor taunting torture events (this literally feels like Ubisoft torturing the player.) Plus, I read you can't really ultimately 'win' in any satisfying way at all (worse than LOU2.) The best I could do was start again, complete the small island tutorial, then set yourself as a rebel. Fuck the Cult, fuck Dutch, and fuck Ubisoft. Play as a rebel opportunist thief who's daddy got him the job of sheriff's deputy. Don't play Ubisoft's game. Refuse to be their hero. As a looter/thief you seize the lawless opportunity to make a fortune (I aimed for $100,000) then make your 'imaginary' ending by 'escaping' the inescapable valley. You can run up the hill behind the giant YES sign until you hit the boundary warning and pretend its says WELL DONE! YOU HAVE FINISHED THE GAME! or there's what I think is a nicer 'exit' to the right of Hurk Drubman's house - right fork there is a tricky but do-able rock climb, then pretend the hollow beyond that has an old tunnel out of sight. Make sure you find out how to backup the single gamesave (VERY important) and do it VERY regularly. Now, regard the 'Resistance Points' as 'Get noticed by the Cult Points'. Instead of trying to GAIN RPs you must AVOID them at all costs. To do this you cannot liberate any cult outposts nor kill any VIP cultists nor release any captives nor destroy cult property. Shoot any captives first else if they're not tied up they'll run off and you'll be 'penalised' with RPs. An alternative of course is to tolerate a few RPs so long as you don't cross a division in the list. Apart from looting, there's LOADS of treasure stashes to find. And just cruising around is great fun for a while. Not sure it's worth full price for this game though. So, any recommendations for good stealth, first person, preferably open-world games on PS4?
  15. Hi all, We are an indie developer currently working on a stealth game called Winter Ember. Winter Ember is heavily inspired by the Thief series. I would love to see my fellow stealth fans check out it out and let me know what you think! The Steam page has gone live, please check it out! https://store.steampowered.com/app/1417880/Winter_Ember/ Cheers, Rob
  16. Hey all, we are a team of Game Design students at Breda University working on a stealth game called "Levis Umbra", currently in pre-production. We would like your precious help and knowledge in order to get some insight on what type of players engage with this kind of games. It would be great if you could answer some questions about your experience with this genre: it's going to help us shape our project by understanding better, among other things, players' archetypes, needs, motivations and finally create a User/Player Persona. This survey takes about 3~5 minutes to complete. Link to the Survey We won't collect any data, but there's an option at the end of the survey to leave us your e-mail, in case you want to stay up to date with the development. Thanks a lot in advance, we will greatly appreciate any feedback and I'll try to answer any question you have. Best regards, Knutto
  17. V-Man339

    Tenchu

    I'm considering covering Tenchu 1, 2 and 3, but 1 & 2 seem absolutely awful in terms of how well the controls aged, so I'm very seriously considering skipping to 3. Either way, I've noticed they're some of the finest in terms of elimination stealth, but am curious if anyone here has experience with them, and if so is there anything they would recommend me knowing or doing going in?
  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. Original idtechforums thread Being a big fan of medieval/fantasy/steampunk stealth games, I always regret that up to this point no major AAA studio bothered enough to release a cooperative version of the genre... And so due to the lack of coop content in that genre, I decided to try and get existing builds to work in COOP, that would allow players to enjoy that type of gameplay with friends across the internet... Now of course, given the fact that I am an individual with a fairly limited amount of resources and capabilities, I have to maximize code and asset acquisition, in case I ever expect to complete any project within a reasonable amount of time and release it to the community... Luckily for me the idtech community is an amazing place with extraordinary talented people, that are kind enough allowing me to use their top quality art and code for my community targeted coop projects... In The Shadows, Quake 1 Mod by Simon 'Sock' O'Callaghan ================================================= "In The Shadows" is a Quake 1 conversion that adds a stealth system and whole new campaign to Quake. Sneak past the enemies and/or try kill them safely from within the shadows while playing through the custom campaign avoiding detection... Simon was kind enough to provide his project's source code for internal testing and so with a few quite rudimentary changes to the code, I was able to enable coop-capability for the campaign... ... the Coop test session was recorded (click on the image to playback the youtube video) Then of course I got my own idtech4 based projects (FMJ,MCS,Venture) cooking and in the past I mentioned several times that I am a huge Thief:Deadly Shadows fan and the idea of being able to play it in COOP with a friend across the internet was intriguing enough to me to actually start and rebuilding the game within idtech4... Thief: Deadly Shadows @ idtech4 by Oneofthe8devilz ============================================ Now porting a game to a complete different engine/codebase is of course a gigantic task (especially for a "one man" team) so when you watch the early WIP footage below please bear that in mind, with me still figuring out how to rebuild game assets, shaders and code the most efficient way. But the general idea is to slowly port the game mission by mission, asset by asset to idtech4... (click on the image to playback the youtube video) Garrett@NightmareBurrows@Venture (click the image to watch the youtube video) I am looking for fellow modders to join this project to speed up the development... For the other COOP fanatics here, I will keep this thread updated with the progress I make over time... IdTech Hybrid Engine and Netcode Showcase ======================================= (click the animated image to watch the youtube video) I remember lately the community having debates about whether to stick with the original Doom3 codebase or to migrate to Doom3 BFG... And while arguments were made for and against from both sides (Sikkmod vs RBDOOM-3-BFG for example) I always wondered why not creating a hybrid approach that takes the advantages of each codebase utilizing the best of both worlds... This showcase consists of a code and assets merge of multiple previous prototype projects incorporating trebor's shadowmapping, sikkpin's hdr lighting, zombie's dungeon map and MCS's game & netcode... It still runs on Doom3's original framework allowing easy modding (with a custom gamex86.dll) and dedicated server hosting and browsing... Aside from the specifically showcased unified soft-shadow-mapping and high-dynamic-range-lighting, it was also as usual important for me to demonstrate that those features flawlessly work together with MCS's network synced AI over a high latency low bandwidth Server <-> Client connection (simulating a server/client distance of about 10000 kilometers). Venture Online PlayTest 2019 [idtech] ======================================= (click the image to watch the youtube video) ClientSide Online Playtest connected to a Dedicated Server testing fully operational FirstPerson and ThirdPerson Views and Animations replicated across the Network/Internet with the new hybrid idtech4 engine. ***Update*** For the people that find the lighting intensity in the video too strong I made this little comparison GIF animation which shows a few of many possible examples of how differently the game can be setup to look on the Client: So if you don't like the Bloom... just change or disable it, If you don't like the Depth of Field... just change or disable it, If you don't like the HDR Rendering... just change or disable it, If you don't like the SoftShadows... just change or disabled them, If you'd like a different ColorGrading ... just set it ... etc etc etc Example GIF showcase (click to open it) http://www.scared-pixel-studios.com/public/images/venture/Venture.ClientSide.Visual.Settings.gif As showcased in its current state, it is a proof of concept build and I don't feel at liberty to predict when and if at all it will make it into a final, releasable project, since there are currently too many factors but as you'll notice, it runs remarkably stable and performant.
  20. Hi, I'm a new fan of the dark mod. Been getting my feet wet into C programming as an embedded programmer for an internship and hopefully will contribute as a coder in the near future. I never played the original thief, but been a huge fan of tenchu series back in the days. I also loved the "new tenchu series" called shinobido made by acquire after the original series changed ownership to fromsoftware. These japanese ninja games had terrible storyline and laughable english dub. However, the AI was amazing. each playthrough was different. The sheer amount of ninja equipments was equally impressive - shurikens, caltrops, poison rice, smoke bomb, etc. Anyways great job with the accomplishments of the dark mod. I especially love the AI. It feels like tenchu all over again minus all the assassinations and bloodshed.
  21. Hi, I need to know what the code is to use Spoiler Tags. I am using my tablet and I don't have the options to use anything, like spoiler tags, quote tags, text changes etc. Thanks
  22. A coworker who bought and VR headset brought this to my attention since he knows I'm a Thief fan. The guy playing it in the video is a bit annoying, but it looks pretty good overall.
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