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  1. That's a problem of a badly designed map. I don't remember any such problems of having to do something 50 times in any of the OMs, or even the FMs I've played. You can't hold up an example of a very badly designed map combined with bad game mechanics in an old game engine as an argument for having unlimited saves. It'd be up to you to design a map better than that if you actually expect people to play and finish it. Plenty of games have had limited saves already ,and none of them were perfectly designed.
  2. Too many FMs with marble flooring, not enough moss arrows, not enough flashbombs. I think that authors should make the effort to design an FM as though it doesn't need to be saved. Thief is a snack game. I think it's patently pretentious to say otherwise. Off the top of my head, the only true non-snack game I can think up is Eve Online (which you might enjoy, oDDity. Maybe not totally up to spec, but dying can set you back a couple of real months). I love the idea of a map where saving was actually not allowed, though. How many ghosters QS/QL on average, anyway? But to ban quick-saves/quick-loads? That'd just piss people off. It's a feature that doesn't, y'know, have to be used, but usually is anyway.
  3. But there is no supervisors in FMs. When I played Thief the first time I was amazed of the degree to which freedom of reality is replicated. I had played games in this order: Digger, Tetris, Barbarian on 8088, then Mario, Doom, Wolfenstein, Lighthouse which blew me away with the ambiance, graphics, story, and gameplay, Duke Nukem, Shadow Warrior which was the best interactive 3d world I've ever seen then, and then of course Thief. The sounds of course helped to make it realistic, but the people were very real too. Their dark silhouettes in a doorway, the movement, the subtle shifting of weight from foot to foot, the coughing, all made them so real that I didn't want to kill them because of that little training in my brain which says I'm not supposed to kill humans, not because I wanted to ghost.
  4. [transferred from 'itches' thread going off topic] (subject: name of doc on bloodgate) Yes but TDM consists of a lot more than just entities and materials. I was thinking maybe Dark Mod Entity Reference (Entref for short) but if other types are added then I would say Dark Mod Assets Reference (DMAR) or Dark Mod Resources Reference (DMRR) A candidate for extending it is the models. See my old thread http://forums.thedarkmod.com/index.php?showt...ObjectsList.htm It became rather unworkable as a web page and I was hoping to provide the program but have not had time to progress it. The old zip file is still there for reference though. The main element is keyword index by meaning so if a mapper wanted a chain he could enter 'chain' in your search and hopefully find all the chains in the dungeon folder, plus the ones in doom assets (which I know you want to kill off) plus maybe you could include prefabs which serve a similar function. If a mapper wants a table there are prefab choices as well as models.
  5. After reading this guie it appears you also must enroll in an Ubuntu beta programme. Oh well. https://help.ubuntu.com/community/EC2StartersGuide Btw, I think the DR compiling thread should me moved out of this thread into its own thread. Could some admin please do this? Edit: See http://forums.thedarkmod.com/index.php?showt...st&p=174843.
  6. I am not sure you can do this with the commandline version but I might be wrong. I personally would use: * KDE: kftpgrabber * Gnome: use "Places -> connect to server" or use Nautilus as FTP client (I don't have Gnome, thats what I found in 5minutes reading the ubuntu forums http://ubuntuforums.org/showthread.php?t=241559 There is also "ncftp" (commandline version). You can also use "Midnight commander" (package "mc"), if you are working a lot on the console, it's a must-have,anyway and it should do a seamless "remote directory", I just haven't used that feature yet Last resort: I tried it with Firefox, but it doesn't seem to work at all. Edit: Found this one: http://mipagina.cantv.net/lem/perl/ftpsync (save as) it is a Perl script that can sync directories from server <-> local. Should come in handy
  7. You can argue that making realistic graphics is not worth it, just keep the same old graphics from 8 years ago. You can make that argument for every part of the game and say that nothing needs to be improved from Thief 1, since everyone apparently thought that game was great. In that case, just forget TDM completely and go back to making FMs for T1. I'd prefer TDM to do some new shit, rather than reheat the old one.
  8. i don't know if there's already been a post about this, i did a brief search, and didn't find one, so i thought i might share this. Tos has been working on getting thief 2 to work with a LAN connection here's a link to the forum where i found out about it. http://www.ttlg.com/forums/showthread.php?t=118594 i don't know how i didn't find out about this earlier, it should be awesome!
  9. Until I get more internal access (source code, forums), I'm tinkering with those Rope Arrow issues through the provided .script.
  10. @OrbWeaver: somebody on the public forums asked for a .deb package. Do you have time to assemble this for the most recent DarkRadiant 0.9.9 versions?
  11. oDDity

    Grass2

    Yes, of course, but if you have to turn on a Victrola to play gramophone record like in some FMs, that's a real in-game sound effect, not ambient music, it's clear where the music is coming from in that case, not like in some games like Oblivion where you seem to get followed around everywhere by an invisible 80 piece orchestra. I've never understood what that is meant to add to the game.
  12. It can be a bit overwhelming getting started. We have to set you up as a contributor and give you our mod source, then to atually test the mod source you'll need the mod itself, which is a huge download that takes a long time on our server. The whole process can take a few days. I think New Horizon was going to set up a contributor thread? Until then, you can get the Doom3 SDK and make sure you can compile it, if you haven't tried that already. There are various guides to getting started and what you'll need to compile the SDK at Doom3 modwiki (www.modwiki.net), and the Doom3world.org forums.
  13. Which one was Ominous Bequest? A mansion with a magic basement? That one? I really liked Lord Edmunds (?) which was a Christmas mission. I never completed it, it had a puzzle I couldn't be arsed with, but I explored everything and stealthed it past all the AI (those two elements are why I play Thief FMs pretty much, see the sights.). I was just an amazing looking mission, loads of detail, snow, hazey lamps, and they got the old TII engine to come up with some lovely lighting with mixed warm colours.
  14. I think this is an important point in terms of FM design. Even just a seemingly unimportant detail like too many guards guarding too little stuff can be an immersion destroyer. I can see a powerful and wealthy lords mansion having a big guard force but now that you mention it many of the Precursor FMs had exactly that problem, namely fifty guards watching over an empty house with a few treasure pieces. Any sensible AI would simply store his or her stuff somewhere else and sack the extra guards. In other words, it comes across as contrived.
  15. The difference is that people don't build FMs around large houses, because they're boring.
  16. Undercover was just soooo much fun. Do one thing to trigger anyone, and basically the whole map goes ballistic, alarms, AI running around nonstop, etc. The AI in Thief are artificially dumbed down to some extent, of course, to keep it: 1. playable 2. non-tedious 3. enjoyable If ultra-hardcore-realism is going to be supported, that's great and I'll enjoy it myself at times, but the normal Thief-type of AI better be too, or there's going to be a lot (more) angry gamers (than just those in this thread). There's a reason besides lack of time that I still have 400+ FMs to try. Many of them are not gameplay balanced well at all, making them tedious and frankly just annoying. It's a major turn-off toward playing further. Games need to remain enjoyable.
  17. Springheel

    Main Menu

    There was the list of things I made to remind myself of menu issues way back when: http://forums.thedarkmod.com/index.php?showtopic=7280 Some of those might be worth considering. Would it be difficult to allow a scrolling window instead? That allows for more flexibility in the future--it seems like every time we think of a new feature it spawns another possible setting.
  18. Some folks over at the TTLG Thief forums were wondering and wishing that they could have ropes that moved that you could ride on, but they figured it just wasn't possible in Dromed. So I hammered together some junk to see how it might work in Dark Mod. I made a (slightly long) video http://www.shadowdarkkeep.com/files/TDMroperide.wmv (1:52, 26.7MB) What I didn't record is the bugs. - If you ride down where you yourself hit stationary objects, you sort of keep hold of the rope "long distance" and then warp back to it once you're clear - it can get odd. - If you shoot the rope arrow into the spinning beam as it's going AWAY from you it suddenly stops until you retrieve the arrow. - If you have the beam turning too fast the rope can be sort of floating apart from it behind, or get stuck on things and make it stop. - Probably other stuff I didn't notice So there are bugs which may or may not eventually get worked out (very low priority right now). But the basics work pretty well!
  19. You're supposed to complete it on every difficulty setting. The objectives, AIs, equipment, accessible areas, and even starting point change significantly depending on the difficulty. It's like three FMs in one.
  20. That's a good point to take into consideration. One thing tho, the JPGs only have 256x256 resolution "to keep space down" and this is very blurry, so modellers probably are better of to use the DDS or even the TGAs? Or does this not matter much for modeling? (you can tell I never done it Lightwave: This: http://forums.cgsociety.org/archive/index.php/t-155051.html talks about this containing one, but I can't check: http://www.dstorm.co.jp/english/plugin/object.htm#DirectX2 (scroll to top to see list of plugins)
  21. This relates to this thread http://forums.thedarkmod.com/index.php?showt...st&p=173836 I can now duplicate this and have committed test/texture_loss.map. It contains just a patch mattress and pillow as a single func_static. It was created with the six sides of the mattress textured with sack1 and the pillow with singlebed1_mattress_grey. Both show fine in DR. I've tried to save selection as prefab, save selection as map, and also just save the map and all saved with the texture replaced by _default. But I suspect there are other factors. In other tests in a bigger map it was intermittent and sometimes just some sides replaced. And a simple brush cube would not lose this texture. I'll add to bugtracker.
  22. It seems squill could resolve the issues, yes: http://forums.thedarkmod.com/index.php?s=&am...st&p=173800
  23. Ok, well I'm downloading the SVN model_src directory now and intend to make a start on this within the next few days. I was reading through the forums however and saw mention of problems with the new skeleton? Has this been resolved? Just confirming so I do not have to do this twice. As for what I've been doing till now - mapping
  24. Ok, the inventors are very empirical. Radiation, not some ionizing or alpha particle stream, something unknown. I think it's better not to discuss any magical stuff, let's stick to what we know, physical. It's a good observation, however, the similarity between sentience of the eye and the robots. I've thought about it for a while, and it is my wish not to have robots or mention of them anywhere, but this is not the public opinion, so my decision is they combine some bacterial culture with bio-materials (sea sponge?) into some matrix within a reactor with nutrients, until it matures. That intangible bit of magic plus readings from the Builder's books and some glyphs influence the process to become sentient and of the doctrine of the Builder. Once the processing component has matured, it is washed in a deactivating solution (pardon my chemical bias). It can now be used in a sentient robot, depending on the model, quality of build, and heaviness of use will last about 2 years before it starts going senile after which it must be shut-down and replaced or else it's a safety risk. (This is new in my mind, there are possible some senile robots who attack their own people for fun FMs!) The "brain" component has an intricate connection method to the mechanical system (the creation process and connection derived from some ancient texts), signals apparently get sent via organic fibres (same material as the brain), into little mollusks which have been harvested, cleaned, and specially prepared in a salt (plus other stuff) solution. The prepared mollusks have a property which drastically alters their conductiveness of electricity when influenced with the signal. The electricity comes from a nickel zinc battery and drives a solenoid which controls the mechanical aspect of the roboto consisting of some kind of combination of tiny heat engines and lots of gears, shafts, and other mechanical things. Considering a lack of mass-production, but conversely a rather large proliferation of technically trained people through the established Order of the Hammer, (haha, I used my name), or the Inventors' Guild, using skills craftsmen and their assistants, I would estimate the cost of each of the beasts at 5000-6000 pounds in early 18th century money. Assuming automation and electrification of workplaces it's 10 times less. Look at money consumption here for example: http://gpih.ucdavis.edu/files/N.Europe_1745-1754.xls
  25. Spider infestation in a sewer? Highly possible: http://www.amonline.net.au/spiders/dangero.../travellers.htm Dunking a semi-vertebrate into a bucket of water to turn water to gel? Exists: http://oceanlink.island.net/oinfo/hagfish/hagfish.html Using that secreted mixture of sugars and proteins as a main ingredient with pulverized grains baked with water (bread) because for the last 400 years it is uneconomical to breed birds for their eggs. Some combination of a plague and widespread industrialization caused the birds to become extinct and mutate. This left primarily Corvus and Passeridae species, albeit heavily mutated and rare. For this reason in FMs birds are (will be) so rarely seen. In far-away cities, especially in the south, one can see a sight of birds filling the main square front of the Builder cathedral.
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