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Entropy

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  1. I don't think this is a case of lazy design, we're simply discussing ways to implement two different game actions on a single object through one basic player action, the click/frob, using click and immediate release, vs click and hold then release. It seems to me preferrable to a two-piece object, but that's for you team-guys to decide. To briefly address Zylonbane's comment, the lockpicking sound and animations start immediately in T1/2, and the team could implement an equivalent reaching or water arrow smash anim or similar in this case, although I fully understand that this is low priority compared to many other needs and thus not likely to happen. Instead, what could be implemented probably fairly easily is the flame flickering and guttering and drawing low before vanishing completely. Note this would only take a second or less, just long enough to allow the player to recognize and change or abort their action, and to differentiate it from a pick-up click, without creating an annoyingly long pause. There is an alternative extra frob-based action to a hold of the button or click, which is a click and drag. This would work most logically if click and drag indicated a pickup (like rocks and trees in B&W), and click a snuff action. I'm not really recommending this, more just throwing it out as a point of interest, because it seems to me that this would run counterintuitive to the usual frob = grab loot, since a frob would make most sense as a snuff and a frob and drag as a grab in this case. I could see some fan mission puzzle use of such an action though to manipulate some object or objects. Is it (a click, hold, and drag by mouse movement action) something supported at the moment in TDM or Doom3? I don't remember dragging anything on the GUIs in Doom, but I didn't play it all the way through, it just got too repetitive.
  2. I fail to see why you would dismiss the suggestion out of hand. Lockpicking in T1/2 is achieved by frobbing with the lockpicks and holding down, so holding the frob is not exactly a new idea. Many people have suggested opening a door partway by holding frob for different lengths of time. The suggested method resolves the pickup vs snuff interface issue in a simple and fairly intuitive way that can also account for water arrow use without the somewhat odd 'shoot an arrow point blank' action. It could always be used on candles only, and leave the water arrow/torch thing alone. Ah well, just an idea.
  3. Re: dousing torches (or candles) - require the player hold the frob down for a half-second or so to prevent easy 'accidental' dousing, and in the case of torches accidental loss of water arrows. Releasing the frob before the actual 'douse' event aborts the action with no loss of item. If necessary animations could be added. Conceivably this could replace the two-zone item model (click = pick up, hold down = douse), although this might be best if accompanied by animations to avoid confusion. It wouldn't hurt to release a small training mission to acclimatize all players, if they so choose, to the interface and gameplay of TDM. Just no glowing footprints please
  4. Any chance of a screen of the implemented rope arrow in operation, esp draped over an obstacle as described?
  5. Submit the idea to Mythbusters along with contact details for said champion.
  6. Against a blackjack: - Mail would do little - hold a metal mesh over your head and pound it with a rock, see if it helps. Mail is intended to protect against edged, and to a lesser extent pointed, weapons. - A helmet (the metal itself) would do little. It does help spread the force out over the contact area, for this reason it is of benefit against crushing attacks that might break skin or bone, however a blackjack, while capable of doing nasty damage in this fashion, does not use this mechanism to cause loss of consciousness. Hold a metal bowl on your head and hit it gently with a hammer - see if you still feel force of the impact. - Concussion results from the brain hitting the inside of the skull. The blackjack transfers its force into movement of the skull, so the greatest piece of protection is going to come from anything that dimishes this force, which will be from non-rigid bodies that convert the kinetic energy of the jack into distortion of their form. Hence padding under the helmet will have the greatest defensive effect against being ko'd (why bike helmets have crushable foam). However, I think it's not unreasonable to assume that most of this padding will be present on the crown of the skull, intended as a defense against overhead killing blows, and so a crack from behind against the back of the helmet by a skilled blackjack wielder would still be able to deal the necessary force. If we can accept that blackjacking will routinely knock out individuals withough causing serious harm and frequently death, then I think accepting that a helmeted guard can be knocked out requires substantially less suspension of disbelief.
  7. My thoughts are 'sure, go for it.' If the performance hit isn't too bad, well when Dark Mod comes into it's own people will have upgraded anyway in all likelihood and counteract the hit to framerate. Project Offset was featured on AOTS last night or the night before and they appeared to be using parallax mapping on the floor at one point, making a flat 2-poly surface appear very convincingly to have much more detail. If you download sneak preview 2 then it's under the troll at the beginning. Unfortunately you only get a glimpse in that video, and I'm not 100% sure it's parallax mapping.
  8. What sort of performance hit do you get? Has anyone got a working demo going with a solid framerate?
  9. That definitely deserves a mention, so everyone go check out the trailer for this eldritch horror too, bringing your 1920s sensibilities with you of course.
  10. Well unlike TDS and DX2 people seem to actually be enjoying the console version, so that's a good sign. If it were released on Xbox first and sucked there I would have a lot less optimism for the PC version...
  11. CoC: Dark Corners of the Earth has been released for the Xbox. PC release date is still unannounced, but hopefully soon. I'm posting here because a) all the fans hanging around the Headfirst forums seem to be impressed so it has recommendations, b ) it appears to be intelligent, atmospheric, and has stealth gameplay, as well as a few scares, so maybe Thief fans will enjoy, and c) because Bethesda is doing such a sh|te job of marketing this game that the devs have worked very hard on and many fans have been waiting a looong time for. By all reports it deserves a sequel and that's not likely to happen if no one hears about it, no matter how good it is. I'd give you my firsthand impressions, but I'm still waiting for the PC release... So buy it (but probably somewhere cheaper). Or learn more about it. Or just go hang out in the forums and wait for the PC release like many others Cheers, Entropy aka Athysbane in CoC forums
  12. Yup, right from the beginning. I googled of course without much success. Well, when I get in the mood I'll reinstall D3 and see what happens.
  13. Ok I've noticed the numbers appear very briefly during startup. Here's a shot during editor startup (the '-320' etc cross the top): Here's what I get once the editor has loaded: I'm thinking perhaps I have an option set wrong or something, but I'm not sure where it is. Here's the command line I'm using to load the editor: "C:\Program Files\Doom 3\doom3.exe" +set r_fullscreen 0 +com_allowConsole 1 +editor +vid_restart
  14. No, I've adjusted the grid spacing while mapping, so I don't think that's it (I've had it pretty low). I'll try downloading the latest SDK and Doom 3 patch tomorrow, maybe I'm just running on an older version. <edit> ended up downloading tonight, but no change. I'll try reinstalling D3 next if it's something that should have appeared by default.
  15. Well, I tested it and it seems to work, View is just a menu, so maybe try it out and see what happens?
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