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Petike the Taffer

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Petike the Taffer last won the day on July 3

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About Petike the Taffer

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  • Birthday November 17

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    http://forums.thedarkmod.com/topic/17374-slovak-translation-progress-screenshots-etc/

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    Male
  • Location
    Gothic clockpunk shire of Zemplín
  • Interests
    Tiff-taffin' around...
  1. As the Mission list is currently inactive, I'd like to suggest we leave a little notice on that page. Something along the lines of "We're currently providing our website and servers with some maintenance, the mission list and DL links will be back soon. Thank you for your patience.". Currently, there's nothing to indicate its maintenance. To the eye of a newcomer unfamiliar with TDM, it almost seems like we're promising the world on the site, but no missions have been released. Imagine if someone comes to the site after getting hyped for TDM, only to find nothing in the missions list. They'll think we're pulling their leg. Bad word of mouth for TDM, regardless of how minor, can put off a lot of people. Especially the fickle types that like to interpret everything in the worst possible hues. Better not give those types ammo, if any of them would run into the site while taaaki is making the necessary hardware and software maintenance.
  2. Best wishes for the replacement, taaaki. Having read this post and your other announcement on the forums, it seems you've gone about the backups methodically. I'd rather wait than have maintenance jump the gun on necessary replacements, so good luck with all the work this evening ! Hopefully we'll be back soon enough, once you finish all the necessary maintenance.
  3. I've liked First Aid Kit for years now. They're in a league of their own.
  4. GoT recently ended and this will probably be the only video related to it I'll ever share on this site. Not going to lie, a lot of the above had me in stitches.
  5. I am of two minds about this thing: - Yes, strictly speaking, it is not all that historically accurate. Most of the lamps used would be "candle-powered", so to speak, such as wooden chandeliers, candlesticks, lanterns and so on (incidentally, we have all of those). Oil lamps of various types would also be used indoors. Torches are, in essence, something of a later popcultural misunderstanding on how medieval buildings were lit. - For the sake of gameplay, I think torches are a "necessary weasel", that is, a necessary cliché. It's not just about TDM following in the footsteps of the Thief design legacy, though that plays a part. It's also about using something that is quickly familiar to a lot of people - torches giving out lots of open fire - and is therefore ripe for an intuitive understanding on how to use water arrows. Quite honestly, for a fantasy stealth game, I'd say the current TDM already has enough of a whiff of historical accuracy about it than most other games of this sort would have. TDM's world is actually rather more grounded and further down-to-earth than that of Thief. You might have noticed the existing robots in the setting are a lot less stylised than those from The Metal Age, most of the trick arrows are non-magical, and our thief characters use a spyglass (itself an early modern invention, not medieval) instead of a mechanical eye. Seems like a "nolanification" of Thief to me. If you want absolute historical accuracy, you'll have to ditch all the fantastical elements, and those are one of the main appeals of TDM, in addition to sneaking around. The best thing to do is a reasonable compromise in approaching level design. If a map author wants torches to be used in interiors, let them. However, one can always give reasonable recommendations, such as, "use torches for lighting in more barren hallways and passageways and lanterns and candles and lamps in living spaces". That adds to both common sense design and an element of historical accuracy, while still keeping gameplay dynamic and varied. Even some of the earliest released missions - e.g. Saint Lucia - used this rationale. Most of the habitable interiors, public rooms or studies in St. Lucia are lit with historically accurate (or more precisely, historically plausible) lighting sources. Torches are outside or in storage areas, and there are also early electric lamps in a few places. Long story short, I don't mind torches. I know very well about reality vs. fantasy, but in a game like TDM, torches honestly don't bother me. If you'd want hyper-realism in everything, we'd have to throw away most of the more fanciful steampunk elements, all of the fantasy elements, and finally, possibly even stop being a stealth game. Do you really think someone can lurk and move in the shadows as easily as Thief or The Dark Mod portray ? I don't deem it impossible, but I have my doubts about its plausibility. We therefore need a happy medium between fantasy and historically plausible stuff. ---- One of the officially approved missions is set entirely aboard a medieval steampunk airship. How do you "plausibilise" that ? Airships would need a lot of technologies pre-invented first in order to be built in a setting more similar to our real world some 400-500 years ago, rather than 100-200 years ago. TDM's setting presupposes an earlier (if slow-burning) industrial revolution, with steam and clockwork mechanisms and so on several centuries earlier, in a fictional late-medieval style society. But beyond that, the mere fact there are airships in the TDM universe raises all sorts of questions - if you want to analyse it deeply, a fantasy society with flight provided by airships would eventually see changes to how trade or warfare are conducted. Will we now over-analyse the presence of that airship in the mission and strike it down, because it could propel the setting too far into the future in terms of how progress impacts daily living and politics in the setting ? And on a similar note, wouldn't steam engines and primitive robots and electric lighting cause similar repercussions, even moreso than it's already portrayed within the game ? My advice is: It's a fantasy game. We're not striving for super-plausibility, just a broad plausibility. And above that, above all, we're striving for the game being fun, engaging, all that good stuff. Torches don't make or break TDM.
  6. Congratulations to the release. This year's spring seems really fertile for new releases.
  7. I missed one FM after all ! Thank you for reminding me of that and feel free to send over a lootlist for your own FM. Trivia should be mainly behind the scenes stuff. As for the wiki account, just PM Springheel and he'll prepare it. Since P&S is your own FM, I'd like to ask whether Chronicles of Skullduggery will become a series ? Thanks.
  8. I have completed the wiki documentation for the individual missions. Going through the list, it seems I've covered everything made to date and approved as official content. Each article includes the relevant images and video links, but I've had issues with finding any promotional screenshots from the three official missions of the base pack (training, A New Job, The Tears of St. Lucia). I'd appreciate if someone could point me to those, at least I'd feel the work is really complete.
  9. I've tried to hunt it down on the forums, but no luck to date. Maybe some of the main devs might remember.
  10. Congratulations to the new release. The Thomas Porter series is getting some serious competition in terms of the number of installments.
  11. Very cool. I quite enjoyed the first two Death to Spies games, but never bought them. Love the fact that the third one is getting FMs.
  12. Ask Springheel, he'll help with it. An update: 80 missions covered so far, in detail. Not that much more to go.
  13. If it's any consolation to Judith, I've raised contrast levels and slightly lowered overly high light levels on some of the older (and apparently more hastily done) promotional screenshots. Some even had visible windowed mode at the top, so i cropped them a tiny bit. If we need to revisit some of the screenshot galleries in the future, improve the individual screenshots and upload the tweaked version, we can do that. Wikis are not set in stone, they thrive on updates.
  14. Last week, Lavender sent me a PM where she explained her decision to do what she decided to do, so now I at least know her side of the whole thing. As I value people's privacy and personal messages are personal, I won't go into any details. She probably won't be returning, even for reasons unrelated to TDM, but regardless, I wish her good luck. I will miss her, though. And I am grateful she thanked me for liking the effort she put up while she was part of this online community. I do feel sad that we'll never get to implement her work into TDM, but oh well, that's life... I wanted to create an FM with a female lead, but as the vocals aren't implemented yet, it'll remain a dream for now. TDM is used to setbacks, so I'm not considering this a total loss, but it is a bit of a pity. Lavender was specifically recording female vocals. We value all contributions here, voice acting included, as long as the sound quality is good and the voicework convincing. Here's a sort of hub page on our wiki, with plenty of relevant links to existing voice actors and related stuff: http://wiki.thedarkmod.com/index.php?title=Voice_actors I myself want to buy a new mic and work on the development of one or two new vocal sets, in my free time. Two character archetypes that might prove interesting. Unfortunately, I've still been busy, but maybe something will materialise in the coming weeks. On a sidenote, I am now genuinely pondering whether to contact one of our volunteer VAs - Mollyness - and ask whether she'd have any serious interest in the female thief vocal set that Lavender was working on previously.
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