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ERH+

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Everything posted by ERH+

  1. You can look around in cockpit while holding Lctrl, and even some of monitors can show actual data (ammo placement in particular locations etc.). But torso should by default have more inertia, so only arms would react for every mouse movement, letting you to look around in cockpit.
  2. No, I'm talking about customisation of undead skeleton. Just like I can choose head's models of any AI, I want to disable collision and texture for particular limb.
  3. Would it be possible to detach skull or arm from animated model? I know it not good idea for right arm or for balanced walk animation, but it could not hurt with existing crippled leg skeleton animation, and when undead swings his right arm he simultaneously throw his ribchest forward so it could look like bite attempt. I understand invisible particular ribs are to much to ask, but rigged parts? And crawling (legless) undeads could be fun too.
  4. It is still beta, so there are many more issues -for example I must restart game after few matches, or everything slowing down to 4fps and/or all textures turn into blank yellow sheets. There are two kinds of SRM, guided and not. In fact light mechs are no less deadly, especially when enemy is slow and have problems with turning around. and LRM and PPC have minimum range of 90m, so you can do nothing with them if enemy just stick to you. I mostly play with thermal vision, because targets glowing at any range, even if they are not labelled by targeting system.
  5. There is no offline practice mode, but you will die in seconds even when have some experience. Biggest problem is credits income from matches, and devs still reworking it: for first 25 matches you get "cadet bonus", so after 25 matches you will have for sure almost 8KK C-bills, but after that average income per match could be 100.000 -and mechs cost from 2KK to over 10KK. "Practice" starting mechs cannot be customized, and you have to grind hard if you want build some really cool machine. Heart of Mechwarrior was always in checking different sets of engine, armour, heatsinks and various weapons, and devs pull away this best part of game from newbies -definitely it won't help in popularising game.. Here's handy comparison of mechs and weapons, and MWO wiki: http://mwomercs.com/forums/topic/27065-ohms-quick-reference-sheets-for-all-mech-hardpoints-weapons-engines-pilot-lab-images-pdfs-excel-inside/ http://mwowiki.org/wiki/index.php?title=Main_Page
  6. In HL1 You had to move in undergrounds, somehow in HL2 they use same rule in apartment blocks. I can't remember how many of them become a one-way street -and it was just laziness of designers.
  7. Guys, do You have some architectonic data base of blueprints, of common buildings and city structures? It is easy to find church or castle's plans, but nothing else, and study of genuine mediaeval or later buildings will be vital for anyone who want to work on editor. They are for sure boring, (there will be probably hallway and rooms just on one side of it) but it is no point in inventing of something what we wish to imitate. Or accurate mapping of building facades, is there any site there You can find exhaustive description?
  8. One question about light: I have horizontal spot light, and next to it there is a mirror. While I cant see my shadow in FPP on wall, I see my self and my shadow on wall in mirror. I assume a player model is not rendered in FPP, but can I change it?
  9. Wow, new city over the lost city. It looks even more odd than I thought. About technical side, there is still hard to avoid open spaces, it will probably looks like 'rooms' filled with 'opened' building.
  10. Sry, I've looked at some 'abandoned places' threads but in vain.edit: another shot but still nameless.
  11. I love such places, too bad demolished buildings have so complex geometry and it's so hard to place portals... And here some fine interiors and trinkets: http://www.gardnermuseum.org/
  12. For this point we just have make straight english version, but yeah we should think about multilingual one. I will ask admin to add You to thread, just check out link again later.
  13. You should see "Crystal Grave beta" (http://forums.thedarkmod.com/topic/13724-crystal-grave-beta/) thread in "Editing & Feedback" forum bookmark.
  14. This polishing, improving and repairing "improvements" seems to have no end, but I hope release is really close now. And we still welcome betatesters, so if anyone want to help just give a sign!
  15. I've just realised that fire arrow can be confusing for players not familiar with Thief environment. It light up player without proper warning, making him vulnerable to all AI in sight. Maybe it will be better to add a light cone around inventory icon, or just take all what's come with fire source and put in-game a light point similar to pocket lantern? Another thing are rats: they sometimes randomly wander in corner of door frame and stuck there, causing human AI unable to pass by doors (and if there are no alternate route, and door is unbreakable, even player could be trapped and forced to restart mission). Is there any monster_clip_aas_rat to place around movables?
  16. Translation problem is already solved, I forgot to mention that.
  17. No need to rush with it, lets people enjoy Beginners contest stuff.
  18. You are in! Anyone else? (I know the time is not right, beginners contest's offspring is on top now and I probably could wait ONE MORE week, ahhh ).
  19. I NEED SOME BETA - TESTERS! Just to be sure, we need someone with fresh eye to walk through mission and say there are no problems. I will be glad to see both people with editing experience and just curious players to check a last hole on map.
  20. Current one have more stiff torso, but can be accurate when character wearing breastplate or a backpack.
  21. One thing I miss from Thief is elemental crystals -at least in T3 they was emitting a low sound... What if smell itself of spices will be presented in form of very gentle sound? And if G. had a light-gem, he can have any other sort of detector. (yes yes team don't wish to add any new stuff -it's just brain storming)
  22. It will be better idea to give a photos/ sketches of desired objects (it work also with characters you want to hit). It is more convincing than any game mechanic. If you can obtain a map, there is no reason why you can't get other help to scroll under "M" key.
  23. ...And here we introducing hallucinations. A lot of walking hallucinations. You try to bash a man but instead you just flip some hat stand. You surprised if hat stands can move? A good objective is intriguing one.
  24. Depends on equality factor in society. Hi-tech machines are for wealthy citizens and merchants, but -as someone already say it- simple peasant didn't see a gold coin in his whole life. Regarding what in real life villagers was just slaves attached to small area, and farmers before WW2 don't believe in radio (didn't get how human voice can travel several miles between cities), You can assume any dissonance portraying machine age-in- medieval.You need mass production and many varied factories to assume that something is available to anyone, and I think TDM world is still dependent on blacksmiths. Or I'm terribly wrong?
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