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Showing content with the highest reputation on 10/16/19 in all areas

  1. Hello Everyone! I finally got around to making some updates to this mission. Download Here or in the in-game downloader. These updates are mostly visual/ audio and aside from better AI pathing, there are no major gameplay changes. Old saves will not work. ============================================================= Changelist v1.2 ============================================================= - Added high resolution briefing video - Added new thief vocals - Added updated arrow models and effects - Fixed missing lamp model in courtyard - Minor audio tweaks - Brightened up the ambient lighting and reduced saturation. - Fixed monster clipping issues. Note: I increased the global brightness level so you might want to mess with your gamma / brightness settings before playing. Special thanks to Andrew Bartmes for the awesome new thief vocals.
    5 points
  2. Thanks for your comments. Since the only way I could simulate the behavior I want in 2.07 is through a complicated mix of existing features, I decided to move to 2.08, where I could write the missing piece of function. With that done and tested, it makes it real easy to achieve my goal. No teleportation, no swapping new versions of AI in to replace old versions, etc. Starting with 2.08, you can stop a patrolling AI in his tracks and send him to a new patrol route. No longer need to wait for him to reach a path node (which might be far away) where you've previously changed the target. The old way is fine for "shift changes", where there's no immediacy in switching routes. The new way leaves the old way in place, but allows for a "head for the hills" scenario at the moment of alert.
    4 points
  3. I made this a couple of months ago, I was curious how a thief scene would look in TDM. And here’s the result: I might strip away the copyrighted narration and ambient music and release it in a mission of mine as an Easter egg somewhere. But for now it just exists as a YouTube video
    2 points
  4. Nope. It’ll be an Easter egg place to visit. In Shadows of Northdale I’ve already established Corbin’s home.
    2 points
  5. So I'm guessing this will be Corbin's or Farrell's apartment in some future mission ? ? I've toyed with the idea of giving the protagonist of the series of FMs I am working on a flat similar to either of the two Garrett had in the Thief trilogy. Given that Goldwell has already remade the Deadly Shadows flat in South Quarter, I might try to do something similar for my guy, but based on the earlier flat G. had in The Metal Age (the one from the mission where he has to clear it up quickly and leave, because the cops are after him).
    1 point
  6. I'd like to create a "the place is going to blow up, everyone immediately head for the exits" behavior for the AI in my WIP. I've tried a flee solution, but that creates utter chaos once the AI reach the flee nodes they pick out. I want more control in what they do once they get there, and I don't want them all fleeing to the same flee point. Using a change target on a path node doesn't cut it, because the AI has to reach the path node where the change was made, and I want them skedaddling right away. Sitting, sleeping, and standing AI have no problem when a change target is used on them directly, because they're not currently moving. But most of the AI in the WIP are on the move, so changing the target on them doesn't work. I tried using a stopMove followed by a change target, but they don't stop, and they don't head for the exit. Any experience with this? Thanks.
    1 point
  7. 1 point
  8. Just replayed it. Great expansive mission as always. Volta is surely vying for most ludicrously overindulged mega-mansion in TDM. Only thing missing is the giant flat screen HDTV in his quarters.
    1 point
  9. Thanks grayman, you're not the only one who has wanted this kind of functionality.
    1 point
  10. @OrbWeaver: Great post once again, which i don't have anything to add to. Just repeating the same old argument after any of such acts doesn't make it any more true. Enough said really.
    1 point
  11. That is so rad! I always wanted to see Garrett's home done up in TDM, or any bits of the thief missions for that matter. I'm definitely thinking you should sneak it into your missions somewhere ?.
    1 point
  12. Amen to that! Assassin's Creed is fun, but compared to real stealth games like Thief and TDM it is really easy. I am glad that you like TDM and wish you a lot of fun with it!
    1 point
  13. It is a deeply rewarding experience making a mission. If I could give some advice. Pick a small level for your first one. Limit yourself, as most people get a great idea, and plan all this stuff, but burn out because it's too much. It's better to make your first map smaller, and limit yourself, then detail the bejesus out of it. When you think you've detailed it enough, show it to someone more experienced before you let it out to beta, and ask them to critique your detail. It's great fun, and deeply satisfying. Good Luck Soth did a great video series on building The Bakers Job and Springheel also did a great series.
    1 point
  14. I couldn't get the objects hanmin mentioned to balance, but I found what I think is the intended way into the Red Room. As for the "surprise",
    1 point
  15. Holy crap, that's actually not the solution I had in mind. But it is definitely the best one. Congratulations, you beat the level designers!
    1 point
  16. I found a way into the red room: What an awesome riddle design.
    1 point
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