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  1. Welcome to the forums Ansome! And congrats on making it to beta phase!
  2. Here's a little script that totals up the value of all selected loot in your map: https://github.com/jonri/darkradiant-scripts/blob/main/count_loot.py I made it count selected loot only so that I could select sections of my map and get partial totals in order to make sure the amount of loot is balanced across the map the way I want it to be. Of course, you can also select your entire map and get the full total that way. If this script sounds like it would be valuable to others, I'm thinking about the following additions: If nothing is selected, display the total loot in the whole map If there is a selection, calculate and display both the selected and total amount of loot. I'll get back to making a final version after the contest is over, but just wanted to share it now in case anyone else might find it useful for beta testing. If anyone has any feedback, let me know!
  3. 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.

  4. quite a nice little mission! straightforward main objective, with multiple paths to accomplish it and room to explore around it a good-looking depiction of a run-down area, too there is one location I'm having trouble with: Bert mentions two places to keep loot but I can't find a way to access the one
  5. Hey guys, Replayed this amazing mission to test out version 2. I noticed you added some new loot. I found it all except one item, a bottle of wine worth 110 in the closet under the stairs at Lady Leicester's. It is hidden behind some sand bags. I had to use the loot cheat to locate it, and it is not even obtainable without the 'noclip' command. You can only see the cap sticking out, but I found no way to squeeze in there to take it. It there a way to get back there that I don't know about? Seems strange to add a piece of loot without even testing whether it can be taken...
  6. Mission Name: A Night Of Loot: One Man's Treasure Author: OGDA Build time: 1 month Version: 1.00 Released: 13.06.2020 Type: Shop/House Size: Small Completion time: 30 to 45 minutes Difficulty settings: Higher difficulties require you to find more loot. Story: The thief discovers a tiny antique shop in the city. Download: FM: https://das-kartell.org/files/tdm/anol.pk4 Installation / Storage location should be: [dark mod folder]\fms\anol\anol.pk4 Promotional Screenshots: https://das-kartell.org/files/tdm/anol1.jpg https://das-kartell.org/files/tdm/anol2.jpg https://das-kartell.org/files/tdm/anol3.jpg Trivia: This is my first FM. I've been toying with dark radiant for some time before, but wanted to get something out, so I kept it small. CREDITS go to: Sotha for his Bakery Job Tutorials and Inspiration Acolytesix, Bienie, Cambridge Spy, joebarnin, manzanita-crow and nbohr1more for beta testing and help with improvements Link to the original beta test thread: Warning, heavy spoilers!
  7. 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!
  8. I think your problem is not the water patch itself. I just tested this and a coin is frobable by default though a patch with a water texture (even if you made it a func_static). My guess is your fountain has a clip box that is covering the coin. What JackFarmer or datiswous suggested would likely work. (edit) Also, make sure the coins are actual loot items and not just a func_static, otherwise they are not frobable! [Use Create Entity to add loot items to the map, don't use the coins found in Create Model as they are not frobable].
  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. Not all players respond to loot the same way I suspect. For players who principally enjoy exploring, the loot objective doesn't serve a reward function at all. Instead, for them it is mostly a handy barometer for how close they are to seeing the whole level. For this group having a specific number to target that is at least 70-80% of the total loot on the map is important, but they wouldn't care if it is optional. Then there are the power-fantasy roleplayers' whose joy is living out the dream of being a master thief. I think those players actually do want an obligatory objective and a specific target number, but they don't care as much about what that number is. They just get satisfaction from hitting a required target. Conversely, players who come to roleplay or otherwise experience the story might be annoyed by having a loot goal at all. Picking up treasure gets in the way of them experiencing the story. In their minds it should be entirely up to them what they do or don't want to pick up. And of course there are also completionists, who don't need loot goals for the exact opposite reason. They will grab absolutely everything in the level of their own accord. You can't make all of these groups happy no matter what you do. In the Thief games I'd wager loot objectives existed partially to make sure everyone picked up enough money to buy gear for the next level, but in TDM that mostly does not apply. So unless you are putting equipment sellers in your mission like Iris and reward looting that way, I don't think there is a right answer. People will do what they want and someone will feel like their toes are being stepped on no matter what you do. So do whatever makes you happy.
  11. Took the opportunity to give this excellent mission another playthrough. I'm pretty sure I found all the new loot items too! There's one I can see but can't figure out how to reach 0.0
  12. 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.
  13. 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.
  14. Really nice mission! I finished in just under two hours with a total loot of about 6,000 and found all five secrets. Admittedly, one of them was a really lucky frob. Congratulations on the release. It's a really fun mission.
  15. Aand finished! Not bad for a first map, not at all: I like that you kept it small, but condensed - it was just the right size for the story you set out to tell, architecture was nicely done, there was a lot of details on the streets and in the structures, secrets were nicely hidden (apart from maybe one or two, which I would not be able to find without cheats, as I wouldn´t even thought looking in those places, not deeming them accessible). I liked that this time, loot objective was optional, so you weren´t forced to find all of that, and the cookbook was pretty nicely hidden Also the main objective was original - I don´t think there was a mission yet where you had to steal a cookbook Looking forward to your following maps!
  16. 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 :) ...

  17. Dear all, I know you all can contribute with hundreds of great/crazy ideas of all kind but, may I ask you stick in this topic to restricting saves in creative ways? Let's also please avoid heated discussions, chances are nothing of this will ever be implemented... Consider this a for-fun topic. I failed to follow my own rule , you can discuss whatever you like... -------------------------------------- I would personally like to have an "Options" section in the initial "Objectives" screen where I can choose special modes or settings for the mission. Thinking of "restricting saves in creative ways", here are some takes: Chronos mode: Unlimited saves but you must wait 5 minutes - from the beginning of the mission or from the last save - for the next save to be available. Lethal mode: Each time you save you hear a painful sound and health decreases by 1/5, to the point where you can die from saving. Health potions become a necessity. Treasure mode: Saving is enabled as soon as you pick up a piece of loot. If you use your save, saving gets disabled and you must pick up more loot to save again. Get ready to backtrack a lot! Ironman mode: You have a single save available throughout the whole mission. Will you use it? You get the idea... can you think of other creative / challenging / fun modes? Additional threads: Wikis: https://wiki.thedarkmod.com/index.php?title=What's_new_in_TDM_2.03 https://wiki.thedarkmod.com/index.php?title=Altering_the_savegame_behaviour_of_TDM
  18. 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.

  19. 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
  20. In the flooded sewers, there is a hidden entrance that leads to nothing in particular. There is no loot in there that I could find, and no objective referring to it. Just a bunch of guys (thieves) hanging around. Is there a new objective I have to find that relates to this "isolated" room ? <later> Never mind. I found the "other" entrance.
  21. I quickly hacked this in yesterday evening and it actually worked quite well. Having the option to both toggle-type-grab and hold-type-grab junk objects is a nice quality of life feature to me. It actually worked for most loot and inventory items in the training mission as well, so that's also pretty cool. However, what isn't so cool is that food remains, unlit candles or candleholders (that never even saw a candle) are not treated as junk objects so the hold-type-grabber ist not applied. This requires some more coding logic, but should be fairly doable. So basically, above table would have to be altered in the following way. With this adjustment, long press would always execute a special action first and would then consistently degrade to hold-type-grabber. Entity type Short Press Long Press Junk Toggle-Grabber Hold-Grabber Food Toggle-Grabber Eat Food remains Toggle-Grabber Hold-Grabber Loot Pick-up Hold-Grabber Bodies Shoulder Hold-Grabber Lanterns Toggle-Grabber Extinguish / Light Lit Candles Toggle-Grabber Extinguish Unlit Candles Toggle-Grabber Hold-Grabber Tools Inventory Hold-Grabber
  22. Thanks for summarizing the most relevant arguments. Saved me from reading this monster of a thread in its whole. It is obvious that a lot of thought from a lot of smart people has already gone into this. Still, it kind of rubs me the wrong way that the grabber-interaction with bodies is so fundamentally different than the rest and it frequently annoys me that I can't hold-type-grab junk objects as well. So maybe, to catch two flies with one stone, the hold-type-grabber-interaction just needs to be added to a few more entity types. In other words, stick to the frobbing-rules you guys developed in this thread, but additionally add hold-type-grabber-interaction to Junk and Tools, and if possible, Loot as well. Entity type Short Press Long Press Junk Toggle-Grabber Hold-Grabber Food Toggle-Grabber Eat Loot Pick-up Hold-Grabber?? Bodies Shoulder Hold-Grabber Lights Toggle-Grabber Exstinguish Tools Inventory Hold-Grabber (Highlighted interactions in the table differ from the new control scheme)
  23. Hi everyone, I know I am pretty late to the party, but I have been doing some playtesting of this feature and I am honestly loving the way bodies are handled now: hold mouse to move it around, release mouse to drop it again (hold-type-grabber). It just feels very natural and somewhat authentic this way. I love it so much that I would like to see it optionally extended to all grabber-interactions. I also think that the new control scheme is a bit inconsistent because, depending on entity type, different kinds of inputs are required to achieve the same game functionality (the grabber). Here is a table showing how different entity types are currently controlled: Entity type Short Press Hold Button… ...Release Button Junk Grabber Nothing Nothing Food Grabber Eat Nothing Loot Pick-up Nothing Nothing Bodies Shoulder Grabber Release from Grabber Lights Grabber Exstinguish Nothing Tools Inventory Nothing Nothing And here is a suggestion of how I would change it to make it consistent and to have more objects use the fun hold-type-grabber from bodies (of course the release from grabber by button release could be made optional such that a second click would release from grabber) . Entity type Short Press Hold Button… ...Release Button (or optionally press again) Junk Nothing Grabber Release from Grabber Food Eat Grabber Release from Grabber Loot Pick-up Grabber? Release from Grabber? Bodies Shoulder Grabber Release from Grabber Lights Exstinguish Grabber Release from Grabber Tools Inventory Grabber? Release from Grabber? All use-type interactions would be on short-press, whereas all grabber-interactions would be hold-type or on long press / press again. In addition to being more consistent, this control scheme also has the advantage that the grabber is always intentional, i.e., you never accidentally pick up a junk object. The only downside I can see right now is that, with the hold-type interaction, object rotation is a bit more finicky with the hold-type-grabber, because you have to press two buttons at the same time, but it's absolutely doable (I tried).
  24. Interesting. I didn't know about Doom 3 co-op (I don't know why). Instead of all being in the same place inside the mission, missions could be designed around locations (in the same map). So you play each your own part, but objectives are shared. So you play different mission objectives around the same global objective. It means also that a player could find a clue when reading a book but another player has to do that objective. So for example: Shared mission objectives: Find the ring of Thruth (Church section) - Player A Find information about hidden loot (Thief hideout) - Player B Search for a clue about the hidden passage in the Church (library section) - Player C So when Player C finds the info in the library section, Player A can find that hidden passage in the church section.
  25. Just finished it on Expert! I really, really loved the start. Sneaking through the wilderness was very atmospheric and there was lots of loot around, it's like every corner had something to find and there was no empty space. The manor after was also well crafted, with just enough guards, lots of loot to steal, and enough readables to flesh out the characters. After knocking everyone out, I took my time to explore the place. The plot was fun to follow - a simple premise that offers something more than merely robbing the rich guy, as the player has to assassinate someone as well as save their sibling. Thanks!
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