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Melchior

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  1. A great addition... ...while those all seem to fit great for utilitarian/industrial/fortress settings - what about quaint manor homes and/or stone-castles, as well as rustic scenes? (examples included)
  2. So far ... (and I'm not that far in); it is MOST EXCELLENT. Yes. the textures look very dated, YES Chunky map Polygons, YES original (er updated) Thief engine is creaky....One of the best T1G campaigns in YEARS. These are Expert-ONLY maps; and they do give the Master Taffers a real test of their skills.
  3. Even _I_ missed the Punched Tin Lantern(s) ; apparently quite common & inexpensive 'back in the day'...seems a match for TDM. (Too bad I don't know Blender & texturing tools, and/or DarkRadiant enough to make one of those...TODO?)
  4. Seems like something that could be replicated with a script - player enters AI sight-line / semi-hostile zone, AI. grumbles...a timer starts; if they linger longer than '20 seconds' A.I. Barks with "OUT NOW, TAFFER!" type yell, and the AI alignment configuration changes to hostile. On player exiting sight-line / zone, A.I grumbles again - "and stay out!" (unless they became hostile - does nothing then). Changing types from INT to FLOAT would probably break all existing maps, and piles of engine-C code; seems unlikely any Dev would do that.
  5. Also, everyone forgets about the Pagans/Wildlings; they'd need primitive lights (candles being mass-produced & 'modern') - 17th~18th century Scottish Highland seems like a close technological match...
  6. Exactly, just need some 'economy' / 'industrial' / 'utilitarian' type (indoor) wall oil lamp. Perhaps different texture options ; shiny/new and worn/corroded (broken glass optional?). Also a zillion 'dead-flame' type lanterns out there too have wall-mount & handles...
  7. Yes, I left it a little ambiguous as to what I meant; in that Both there is 1 particular model over-used AND that there are more lamp/lantern options available now. (more and some form of Modular-lamp would be neater) I think that is a 'Naval / Marine' "Den Haan Holland" brand lamp; for yacht use...and apparently STILL-MADE (today). [or its not and its a 'Tung Woo' from the late 19th century, Marine/Ship wall-lamp...its hard to tell them apart]
  8. There is exactly one - quite overused Wall mounted Oil lamp (in bronze and Rusty bronze oooh). Its an indoor lamp fixture, used outdoors and as its a 'fancy' design - often in areas of lower-economic means too. It just looks 'wrong' in many outdoor places. While I'd believe there is a Guild / Utility monopoly that mandates all same-age electric lamp fixtures to be exactly the 'same'...Mass-produced metal things can be hammered out by any Half-Ape Tinsmith with Metal-Shears and a Hammer, 3 an hour. Just look at these random examples; These are a mixed assortment of 'Whale' Oil , Coal-Oil & Kerosene; Lanterns. They work mostly how you'd expect - except the outdoor models ARE weather-proof, meaning the glass doors need to be open to be affected by water arrows / snuffed-out... Also this; a Gimbal equipped Oil-lamp, could present quite the challenge as even IF it gets knocked over / tips - it stays burning!
  9. I may visit, but insight appears when it wants to. Also; found a neat blog post about Lanterns too: KEROPUNK (blog link)
  10. This sounds like something that could be scripted into (more) Tutorial missions / maps... ..or perhaps some more 'Advanced' Training maps that show off 'Master' level taffer tricks? How to deal with Undead (Holy Water, Mines, Fire-arrows, ect...) Sneaky tricks (Trapping guards in locked rooms, mis-uses of heavy crates) Spider Hunting 101 (Best sword Stabbin' angles, Use of Arrows on Arachnid weak-points) Distracting troublesome Mercs (Noise makers, regular arrows, thrown stuff..throwing even)
  11. That's basically how Infrared vision WORKS - the candles / lamps / Arc-lamp / Gas-lanterns all emit LOTS of infrared light & heat...them Morlocks are blinded by these unnaturally bright 'light' sources just the same as if you look at the sun... it could make it interesting if the light is strongly DIRECTIONAL , being a projector lantern after all - your rear isn't 'defended' by light-rays. Actually having a skittish monster that wants to wallop the player YET, is very reluctant to engage from the front seems like a VERY Theif'esq universe thing...having them constantly run back or seek cover.
  12. Could a special Monster-AI be added (or modified from an existing one); that are Photo-phobic? a 'Morlok' type creature that has great physical strength and aggression - but is totally blinded by even moderately bright light sources (oil lantern / carbide lamp? ect...) and forced to flee ( actually around corners / to dark spots). Would be far more interesting than watching slow moving zombies lumber towards the player...as usual. Sure the lantern is a neat prop - but what use is a screwdriver with no screws to turn?
  13. Burgle the domicile of some forgotten former-lord they said, it'll be easy and lucrative they said... I should have stopped listening there, but the sound of easy currency is hard to ignore... A single nights quick-job, no setup, no weeks of planning or acquiring equipment - a cake walk. Mabey you should take a look too - if you dare; no scaredy cats here tho' things...lurk...as always in the dark corners. If you have nothing better to do...enter the home of deLisle.
  14. Paxton's Crystal Palace; not only because its the zenith of 19th century industrial architecture; but it would push the TDM engine AND map-maker to the limits to even attempt it. (Perhaps a cut-down section is only seen from inside/outside is more practical?)
  15. An impossibly huge stone bridge that only makes sense in a Quasi-Medieval/Steampunk fusion world. (stone is a crappy bridge material) - It does exude that 'TDP' classic feel somehow; not a trait most TDM missions have. Poor FPS near many upper bridge sections, and a horrible TDM FREEZE!! bug (never seen in any other mission - including a few others that up crash at random), as well as numerous geometry holes in the map...Did I mention the many Free-Runner traps on roof sections? Quite well-thought out interiors (if kinda HUGE scaled), give this FM one of the old-school'iest play-feels I've done in a while; One to watch for a updated 1.1 version with the bugs fixed... Try it later, is my recommendation.
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