NeonsStyle Posted January 8, 2019 Report Share Posted January 8, 2019 Very cool. Something that'd be awesome to have in game would be a steam punk elevator. The one where you slide the wrought iron work door open, then the elevator door openand closed before the elevator will move. Quote I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:https://www.youtube.com/c/NeonsStyleHD Dark Mod Missions: Briarwood Manor - available here or in gamehttp://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/ Link to comment Share on other sites More sharing options...
Destined Posted January 8, 2019 Report Share Posted January 8, 2019 I think Bikerdude and Obsttorte worked on a sliding elevator door some time ago, that sounds like what you want. You could have the wrought iron door function as the elevator's call button. That way, you would automatically call the elevator, when you open it. After that you would still have to wait for the elevator until the sliding door is opened. Quote Link to comment Share on other sites More sharing options...
peter_spy Posted January 8, 2019 Report Share Posted January 8, 2019 I'll be making an elevator as well, but it will be more like a backdoor / employee lift for 1-2 people. Probably something like this: 1 Quote Misc. assets for TDM | Artstation stuff Link to comment Share on other sites More sharing options...
NeonsStyle Posted January 9, 2019 Report Share Posted January 9, 2019 (edited) I'll be making an elevator as well, but it will be more like a backdoor / employee lift for 1-2 people. Probably something like this: That's the sort of thing I'm thinking about. Sliding wrought iron gate n it'd be perfect. It reminds me of the one in Layers of Fear.Any idea when that will be done? I think I could use something like that in my mission. However I bet you'd rather use it firstin your own level. That's what I'd do lol Edited January 9, 2019 by NeonsStyle Quote I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:https://www.youtube.com/c/NeonsStyleHD Dark Mod Missions: Briarwood Manor - available here or in gamehttp://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/ Link to comment Share on other sites More sharing options...
NeonsStyle Posted January 9, 2019 Report Share Posted January 9, 2019 @Neon, these streets are coming together nicely and I'm very curious to see how it plays when exploring that. Possibly going to see a lot of swimming sections? Also lighting wise, I'm wondering what's going to happen with the directions you take the shadow development. Atm it's very even toned (at least in the ambient world brightness) and doesn't leave a lot of dark corners for the player to hide out in. Hey Epi, Swimming will be up to the player, however you won't ever have to get in the water if you don't want to. I plan for it, in places to be vertical as wellas horizontal movement. So that's how shadows will play in, though I'm not at that point yet. I plan on have 2 to 3 routes to get to where you'regoing, and one of those will be dangerous and challenging. I may give a 3rd option via sewers or something too. Re Shadows, in reality, Venice is quite dark at night with lots of very dark shadows, however, if I did that, it'd hide a lot of what you'd like to see,so at ground level, I plan to use shadows to let you have places to hide, but still have the dangerous areas that are well lit. It'll be your choiceto take the safer, but harder (stealth wise) route on ground level, or a more dangerous approach I don't want to go into yet as I don't know if Ican do it justice. @Dragofer: Interiors is something I'm thinking about now. It's very challenging as it should be Venetian, which is quite distinctive. I'm guessingI'm going to have to learn how to make texture maps so I can use some suitable textures. As for colour, yeh I think you're right. Mostly it'sbecause I'm Australian, and the light here is very intense and vibrant and shadows especially are full of complimentary colour. Besides, whodoesn't like colour. lol It's getting to that point now, I'm sure you've all experienced, when you start to get excited by the options, challenges and finding creative solutions. Quote I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:https://www.youtube.com/c/NeonsStyleHD Dark Mod Missions: Briarwood Manor - available here or in gamehttp://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/ Link to comment Share on other sites More sharing options...
demagogue Posted January 9, 2019 Report Share Posted January 9, 2019 @Judith, the aesthetic for those objects is wonderful. I hope you can keep making assets like them. 1 Quote What do you see when you turn out the light? I can't tell you but I know that it's mine. Link to comment Share on other sites More sharing options...
peter_spy Posted January 9, 2019 Report Share Posted January 9, 2019 (edited) Thank you, I came quite a long way with those. Actually, some of the first objects I made for this environment start to look worse in comparison to the latest ones Sliding wrought iron gate n it'd be perfect. It reminds me of the one in Layers of Fear. Any idea when that will be done? I think I'll just have two doors, one set of sliding doors inside the elevator, and one outer door. I could be even something like this, although I think I'll make the outer door sliding as well. Edited January 9, 2019 by Judith 1 Quote Misc. assets for TDM | Artstation stuff Link to comment Share on other sites More sharing options...
NeonsStyle Posted January 9, 2019 Report Share Posted January 9, 2019 Isn't that a tad modern though for the game Judith? Or are you just talking about the door? Quote I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:https://www.youtube.com/c/NeonsStyleHD Dark Mod Missions: Briarwood Manor - available here or in gamehttp://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/ Link to comment Share on other sites More sharing options...
peter_spy Posted January 9, 2019 Report Share Posted January 9, 2019 Just talking about the door opening style, although my environment is kind of too modern already, heading more into industrial revolution stuff rather than the established 1600s. 1 Quote Misc. assets for TDM | Artstation stuff Link to comment Share on other sites More sharing options...
Popular Post STiFU Posted January 22, 2019 Popular Post Report Share Posted January 22, 2019 The current inventory grid was kind of broken in a way that the items weren't properly centered and it didn't render multiline inv_names correctly. After correcting these issues, I realized that this gui doesn't really agree with our existing gui styles, so I created an alternative one based on a parchment background and I added a frob-highlight instead of a cell-highlight. In this video I demonstrate the (fixed) original inventory grid and the new parchment-style one.https://youtu.be/tO7f-uBXfIo 12 Quote Link to comment Share on other sites More sharing options...
peter_spy Posted January 22, 2019 Report Share Posted January 22, 2019 Looks great! One thing though, since that inventory grid is smaller, it should be mousewheel-scrollable. 4 Quote Misc. assets for TDM | Artstation stuff Link to comment Share on other sites More sharing options...
HMart Posted January 22, 2019 Report Share Posted January 22, 2019 Looks great! One thing though, since that inventory grid is smaller, it should be mousewheel-scrollable. Agree and one thing that would be also nice to have would be drag&drop ability, but i'm afraid that will require extensive changes in the c++ gui code. Quote Link to comment Share on other sites More sharing options...
nbohr1more Posted January 22, 2019 Report Share Posted January 22, 2019 Drag and Drop!?!?!You are getting dangerously close to requesting a "crafting mode".The RPG crowd is getting ready to pounce request a glass of milk:https://en.wikipedia.org/wiki/If_You_Give_a_Mouse_a_Cookie 1 Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to comment Share on other sites More sharing options...
STiFU Posted January 22, 2019 Report Share Posted January 22, 2019 Looks great! One thing though, since that inventory grid is smaller, it should be mousewheel-scrollable.Its size is customizable via the HUD settings menu and it is scrollable. ;-) I actually demonstrate the latter in the video, but ofc you can't tell because you don't see what I am doing with the mouse. ^^ 1 Quote Link to comment Share on other sites More sharing options...
Oktokolo Posted January 22, 2019 Report Share Posted January 22, 2019 [...] requesting a "crafting mode".+1 for the crafting mode. I like crafting ammo and stuff ingame. Quote Link to comment Share on other sites More sharing options...
HMart Posted January 22, 2019 Report Share Posted January 22, 2019 Drag and Drop!?!?! You are getting dangerously close to requesting a "crafting mode". The RPG crowd is getting ready to pounce request a glass of milk: https://en.wikipedia.org/wiki/If_You_Give_a_Mouse_a_Cookie Quote Link to comment Share on other sites More sharing options...
VanishedOne Posted January 23, 2019 Report Share Posted January 23, 2019 (edited) Drag and Drop!?!?! You are getting dangerously close to requesting a "crafting mode". The RPG crowd is getting ready to pounce request a glass of milk: https://en.wikipedia.org/wiki/If_You_Give_a_Mouse_a_Cookie I actually posted a playable demo of a Soulforge-style crafting set-up once. At one point I was talking to Epi about the possibility of a big machine model to use it with, but I don't know when/whether that might come into being, since as things turned out I've been absent a lot since then. Edited January 23, 2019 by VanishedOne 1 Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to comment Share on other sites More sharing options...
STiFU Posted January 23, 2019 Report Share Posted January 23, 2019 They don't call you the vanished one for nothing... *giggle* 1 Quote Link to comment Share on other sites More sharing options...
stumpy Posted January 25, 2019 Report Share Posted January 25, 2019 (edited) I have an unreleased map with a semi working forge, but it only produces one item. but you can put crucible on forge, melt two metals together to make an alloy, then use that alloy with a mould on a machine that makes the item needed. I suppose the machine at the making part could be hacked into making other things other than the item needed.the two metals are copper and tin to make bronze. you have to find the copper and tin in the game as those metal made objects, and get a lump of clay from a potters for making the mould of the item needed as the end result. the unbaked clay mould is baked on the forge. as a temporary work around to it taking too long in a kiln. Edited January 25, 2019 by stumpy 1 Quote Link to comment Share on other sites More sharing options...
Epifire Posted January 25, 2019 Report Share Posted January 25, 2019 I feel like a proper crafting system would require a lot of complete (though separate) base class entities that could be called up on the fly when certain, "crafting conditions" were met. Would sidestep a lot of the tedious entity work needed to be done in DR and would result in a much more flexible/autonomous design. Seems like a very interesting and unexplored concept in TDM/Thief like gameplay. 1 Quote Modeler galore & co-authors literally everything Link to comment Share on other sites More sharing options...
demagogue Posted January 25, 2019 Report Share Posted January 25, 2019 Some FMs already have craftable things. A mapper could do it all with scripts. So it's not like they'd even need to wait for the team. Anyone could make a system for it and release it as part of an FM. I was thinking about some potion making & alchemy. If anyone knows, one of my Thief2 FM projects had some alchemy where you could turn some lead into gold if you paid attention. Quote What do you see when you turn out the light? I can't tell you but I know that it's mine. Link to comment Share on other sites More sharing options...
Obsttorte Posted January 25, 2019 Report Share Posted January 25, 2019 There is no need to make a crafting system part of the core mod. It simple is not neccessary for the basic stealth gameplay. Of course, every mapper who considers this feature an enrichment for their specific fm may add it, and it wouldn't be overhelmingly difficult to implement either. But like lots of other stuff (like open world for example) this is nothing that is good or bad per se. It depends on how it is used. 2 Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter Link to comment Share on other sites More sharing options...
Popular Post JackFarmer Posted January 25, 2019 Popular Post Report Share Posted January 25, 2019 (edited) Hidden Hands: The Lowest Bid (Working Title) This will be the second mission with the newest member of the Hidden Hands who goes by the name "Lucian". The mission will take place ca. one year after "Hidden Hands: Initiation". Lucian will have to infiltrate a rural house owned by a certain mad scientist he already came across on Blackstone Island. Once again, passionated haters of spiders will have the chance to challenge a new beast - this time with the name "Beelzebub" and domesticated by a certain pagan woman after her beloved spidsey-babsy "Rustyfood" was cruelly drowned by a heinous (and unknown! ) thug before he became a full member of the Hidden Hands. This nerve-racking challenge referencing "Alien: Isolation" will take place in the entire basement, and I have a message for all thiefs who killed poor Rustyfood in HHI: Pushing one lever will not help this time! Geometry: ca. 50%Models/decoration: ca. 20%Lights: here and thereAI,gameplay, music & readables:: 0% Mission will be much smaller compared to HHI; Amadeus & Duzenko will help with narration & performance. I hope to have a beta at the end of March. ...and here are some shots from areas I consider ok: : ...and one showing one possible entrance to the "Basement of Brutality" - one can almost sense the presence of danger : Edited January 25, 2019 by JackFarmer 13 Quote Link to comment Share on other sites More sharing options...
Popular Post Goldwell Posted February 6, 2019 Popular Post Report Share Posted February 6, 2019 Currently closing off the first mission in Act 2. Just doing some last minute detailing, adding AI patrol paths and then it's done. Chapter 1 starts off with the player exploring the Grimwood district trying to find out just what that mysterious tablet we found in the thieves guild is. Chapter 2 has us breaking into the Northdale Imperial Bank and Trust to find out what's inside the safety deposit box which we found the key for, also from the thieves guild in act 1. Both missions will be arriving in 2019. Here's some screenshots of the Grimwood district 23 Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse | Snowed Inn | Noble Affairs Link to comment Share on other sites More sharing options...
RPGista Posted February 7, 2019 Report Share Posted February 7, 2019 Thats some brilliant use of light colors and great atmosphere. Awesome, man. Quote Link to comment Share on other sites More sharing options...
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