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  1. I don't think we have a thread where we can post and discuss free or indie games in general. I was browsing Gamejolt site and found a few interesting ones. http://gamejolt.com/games/action/dungeon-nightmares/25444/ Spooky random dungeon. Really foreboding atmosphere. The game constantly makes the player jump with a variety of effects, and it seems to be working, since the jump-causing effect varies a lot and one never knows what could happen. Interesting piece of work. Especially for FMAs interested in horror-type missions. In the field of horror, SCP containment breach is also a notable piece of work. Too bad the engine sucks so badly. http://www.scpcbgame.com/ http://gamejolt.com/games/shooter/super-wolfenstein-hd-now-with-realistic-physics/39194/ Wolfestein shooter with heavy focus on physics. Quite impressive, really. And also funny, as the AI are heavily physics controlled, and are flailing about like drunken astronauts when you hit them. The end boss is a must-see, as he fires twin miniguns that make him shoot all over the place because of the recoil of the guns.
    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.

  2. 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?
  3. In short, IMO gameplay is king, not realism. You can make every object in your environment interactive, but it's kinda meaningless. IMO fun in im-sims stems from having just a few types of objects and their properties, and looking for fun ways to use them. And in general in games, most of the environments are static for a reason – to focus on core gameplay loops. What is believable is another question IMO; you don't need every object to be interactive for a location to feel believable. E.g. in the 90-degree-dungeon-crawler era, everything was a set of corridors, but we were all felt like we were in villages, cities, snowy mountains, or jungles It's mostly the matter of convention (and how picky you are with your suspension of disbelief).
  4. Four fake Google haxbots hit YOUR WEBSITE every day - Goog the perfect ruse to slip into SEO orifice Analysis: Just because there's a user agent doesn't mean you can trust it. I don't think this is likely to expose holes in TDM Forums (keeping the IP.Board software up-to-date is probably more important). It is something to keep in mind. Meet the Online Tracking Device That is Virtually Impossible to Block Analysis: Just another moment in the online privacy "arms war". Browsers could probably nullify this kind of tracking in a way that doesn't break <canvas>. Disable JavaScript or use a NoScript-like extension if you need additional privacy. Researchers: Lawyers blocked our Black hat demo on de-anonymising Tor - Shelved Black Hat presentation would have explained why you don't have to be the NSA to break Tor Tor Project makes efforts to debug dark web - The co-creator of a system designed to make internet users unidentifiable says he is tackling a "bug" that threatened to undermine the facility. If you use Tor Browser, stop using it and wait for an update. iOS slurpware brouhaha: It's for diagnostics, honest, says Apple - Hidden packet sniffer claims hit Cupertino Apple smacked with privacy sueball over Location Services - Class action launched on behalf of 100 million iPhone owners Throw your iDevices into the nearest active volcano.
  5. Hello dear stealth enthusiasts, I am an independent game developer, fan of Thief and Deus Ex. I founded Wild Mage Games 2 years ago, and since then I have been working on a first-person adventure game for PC. My game is not a pure stealth game, but since its stealth gameplay is directly inspired by Thief the 1st, I thought some of you may be interested. The game is still in development, and should be released at the end of 2017. I will really be pleased to have your feedbacks . :-) Overview Almost Epic Adventures : The Goblin's Week is a first person adventure-exploration game where you play a goblin minion working for an evil dungeon master within a satirical fantasy world. [VIDEO] The game is now on Steam Greenlight. You can support me by voting for it here: Story You are a goblin who has just been hired for a week as a minion in a dungeon, for a salary of a thousand gold coins. You will have to perform various missions for the Master, such as sweeping the floor, repairing traps, looting dead adventurers, without dying. It is especially forbidden to snoop into the dungeon and to investigate its terrible secrets. Features - Play a Goblin working for an evil mage in an epic* adventure like you never lived before, and discover the joys of dungeon maintenance. (*almost) - Discover an original satirical dark fantasy world filled with humorous dialogues, characters, and objects. - Explore a dangerous dungeon full of hidden paths, secret rooms, and mysteries. - Investigate what is happening in the dungeon. Sneak in forbidden places, avoid deadly traps, read confidential journals, and discover terrible secrets. - The simulation-based mechanics and the complex and open level design offers multiple paths and solutions. - The game mechanics are inspired from Amnesia - The Dark Descent (for the exploration gameplay), Thief (for the stealth gameplay) and Deus Ex (for the systemic gameplay). Images More Informations The game is made for PC (Linux, Windows). For more informations, I invite you to look at the presentation page, which is much more detailed : https://www.wildmagegames.com/goblin/ Follow me If you are interested in this project, I strongly encourage you to subscribe to the Newsletter, and/or to follow me on Diaspora *, Facebook, or Twitter. Wild Mage Games https://framasphere.org/u/wildmagegames Wild Mage Games on Twitter Wild Mage Games on Facebook
  6. The *DOOM3* shaders are ARB2 ('cause of old GeForce support) carmack plan + arb2 - OpenGL / OpenGL: Advanced Coding - Khronos Forums
  7. 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.

       

  8. id Studio did a poor job in defining its categorization of variable nomenclature, so in subsequent documentation and discussions there are divergent views (or just slop). In my series, I had to choose something, and went with what I thought would be clearest for the GUI programmer: Properties, which are either Registers (like true variables) Non-registers (like tags) User Variables (also true variables) I see that your view is more along these lines (which perhaps reflects C++ internals?): Flags (like my non-registers) Properties, which are either Built-in (like my registers) Custom (like user Variables) Also, elsewhere, you refer to "registers" as temporaries. I am willing to consider that there could be temporary registers during expression evaluation, but by my interpretation those would be in addition to named property registers. I'm not sure where to go next with this particular aspect, but at least can state it.
  9. 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!

  10. That scenario is in direct conflict with one of the fundamental stealth design principles, where in every situation you should have at least one "zero-failure path". It's not that it cannot be contested in any way by AI (looked at, crossed by patrolling, etc.), and it might (or even should) be the longest way to go from A to B, but it has to be there. Using noisemakers, water arrows, or killing guards is always an option. But it's also a play style choice some might not like. Even using blackjack as one of reusable tools might not be preferable by a portion of players. Not to mention that you can fail using any of these means, and you'll be punished by swift death, in most cases. The fundamental difference between stealth games and titles like Quake is that in the latter, developers expect you to partially fail, so they scatter around medkits. In stealth games, you don't expect player to fail (typically).
  11. Thanks, I can also recommend gog galaxy. The idea of the custom tags is really nice, I'll have to try this out too!
  12. 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.
  13. Moin, since I no longer have SVN access, here are some patches and contributions for TDM. Hope this proves useful. The post will be updated when things get either updated or commited. The source code diffs will be in unified form, and should apply cleanly. For the rest of the files, I'm unable to produce diffs, but hopefully merging the files is not too difficult. If there are any questions or comments, feel free to post in this thread. ------------------------------ Patch A (2014-09-01, comitted by SteveL 2014-09-01) http://swift-mazes.com/pub/tdm-patches/tels_patch_a_2014-09-01.txt Description: Make TDM compile on Linux again. The TDM source uses true/false (lowercase) throughout, with a few libs as an exception. MSVC seem also to understand TRUE/FALSE, but lets keep the lower version for consistency. Files: game/ai/Tasks/ResolveMovementBlockTask.cpp game/ai/AI.h game/Actor.cpp Patch B (2014-09-01, comitted by SteveL 2014-09-01) http://swift-mazes.com/pub/tdm-patches/tels_patch_b_2014-09-01.txt Description: GCC complains about the wrong initialisation order Files: game/ai/Memory.cpp ------------------------------ German update (2014-08-08) Description: Updates the German translation Files: all.lang (The file german.lang is included just for reference, it should be regenerated by the script) Size: 183 K URL: http://swift-mazes.c..._2014-08-08.zip Add Swedish (2014-09-01) Description: Adds Swedish as an Menu Option Files: strings/all.lang, strings/swedish.map, guis/mainmenu_settings_language.gui (The file swedish.lang is included just for reference, it should be regenerated by the script. all.lang is after the German update above) Size: 187 K URL: http://swift-mazes.c..._2014-09-01.zip
  14. YOU TAFFERS! Happy new year! Deadeye is a small/tiny assassination mission recommended for TDM newcomers and veterans alike. Briefing: Download link: https://drive.google.com/file/d/1JWslTAC3Ai9kkl1VCvJb14ZlVxWMmkUj/view?usp=sharing Enjoy! EDIT: I promised to someone to write something about the design of the map. This is in spoiler tags below. Possibly useful to new mappers or players interested in developer commentary.
  15. 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/
  16. You got my main take: Limiting saves forces map makes to be more conscientious in their level design, and encourages players to be more observant and adaptive. To my mind it is actually an extension of the perfectionist ghost-run mentality. A plan or approach that works perfectly every time is more perfect than one that depends on a favorable role of a die. (That's not meant as reproach to you for using quick loading, of course. I can't see how you or anyone else could complete most of those maps otherwise. But I assert that the spirit of a perfect ghost run on a perfect ghosting map would never need reloading.) There are a few other benefits to restricted saves worth noting. It can enable the level author to amp the tension to much higher highs, with correspondingly magnified moments of catharsis. Think how it feels hitting a new bonfire after a deep dungeon dive in any Souls-like. I think Kingsal experimented with this technique in Hazard Pay, but never fully committed to it (which was prudent, as the mission was already riding the bleeding edge with so many of its features). Another innovative thing Hazard Pay did with its save restrictions was to enforce a much more pressing health and ammo conservation dynamic in service of its survival horror theme. Ammo was generous, but every missed shot hurt because it could not be trivially recovered. Would you have enough left to finish the level without going full pacifist? (Yes, but you didn't know that.) If you got hurt, was it worth replaying the whole section for that extra safety margin? Admittedly this was sometimes annoying. But when it worked, it worked well. One other use of limited saves is that if they are tied to items, it can gives a real reward to the loot hunt part of the game. Treasure is literally just a number that is only meaningful to completionists (or kleptos, or people who are regretting playing on the higher difficulty with that impossible loot objective). Weapons and consumables are only valuable if they are something you plan to use AND are running low on. Readables and dioramas are nice for lore fiends and meaningless for everyone else. And keys and MacGuffin are actually annoying; they clutter your inventory and waste your time. But an extra save... now that is something almost anyone can and will use.
  17. Done. An overall solid FM as we've come to expect of the Goldwell Seal of Quality (TM) ; I did especially appreciate how is a challenging little segment that cannot just be stealth-crouched through - easily fixed with noisemakers, a bit of violence or swift legs, but still refreshing to be forced into it!
  18. Actually, Nvidia has had image models for generating photorealistic faces for years now. They have gotten better over the years. https://developer.nvidia.com/blog/generating-photorealistic-fake-celebrities-with-artificial-intelligence/ Applying 2D text-to-image algorithms to modern games seems unlikely, with the exception of making lots of textures and maybe 2D portraits for UI/character creation, but there are many other algorithms being worked on. Maybe a similar approach could be used to replace procedural generation techniques. Like making a cave/dungeon in Skyrim, or that thing Tels was working on a decade ago. Rather than making a raster image, it could make geometry, place textures, and design a whole city. Bring on the negative societal implications of bots invading art, I'm all for it. But one thing to watch out for is the copyright question. These image models can be trained on a superset of copyrighted images or a smaller focused subset (to mimic an artist's style) and produce images that could lead to novel legal questions and expensive copyright lawsuits. This is not a problem for people making memes and shitposting online, but it could be a massive problem for game developers, big or indie. Save a few bucks on art, get sued into oblivion. Maybe we'll see Business Software Alliance style shakedowns of game developers? "Where'd you get these sprites, EH?" Sounds like vozka has made some textures with it? These can be scaled up from small 512x512 sizes to higher resolution with a separate upscaling algorithm, that's what people have been doing to make stuff presentable along with touchups in Photoshop/GIMP. Whether the results are any good is another story, maybe vozka should post their results.
  19. 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/
  20. 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.
  21. geegee Thanks for responding. I do have the dungeon key selected. And even when I don't, I should get the 'rattle' that tells me the door is locked. And then the same rattle when I try to lockpick. But I don't get either of those. Er, how do I 'open the console', etc? I know this is something people do, but I've never felt the need to learn to do this. Until now. I saw the same video as you, by Boy Lag. I didn't think the critique was that bad, having listened to a number of his (for other FMs). I think I have Version 1.0 of the FM (how do I check the version?) If I were to download the latest version, would I lose all my Save Games? High John
  22. That's odd. Nobody else has reported that problem and I've never encountered it. Are you sure the dungeon key is selected when you try to frob the door? If all else fails and you don't have a good savegame to restart from (TDM has two quicksave backup slots) you can open the console and type 'noclip', clip past the door then type 'noclip' again to toggle it off. For this one time use this cheat won't break the game - and since you did grab the key off Scarletbotham's belt it isn't really a cheat. Apologies for this but I don't know the cause of your problem and can't fix it. What's the url of the video of the gameplay? eta: I found the video playthrough by Boy Lag. It's brutal listening to the critique. Yet I have to say, I think the critique is excellent. It's also eye opening to watch someone else play the FM.
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