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Bridge

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About Bridge

  • Birthday 07/02/1993

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  1. I tried doing the invocations manually, of course, also tried excluding the range argument, omitting the user-agent string, etc. Same result. It would be far-fetched, I agree. No, I doubt it, I don't manage the network here but I already consulted with the person that does and there doesn't seem to be any reason for this traffic to be blocked. Also, if I upload the installer to a git repo I can fetch it using the exact same curl invocation the installer does, no issues. Networking is not my forte but I tried analyzing the network traffic between my computer and thedarkmod.com's public IP address when trying to download the installer. The exact sequence of events is: after the handshake is completed, I send a GET request for the installer, and the server immediately sends back a TCP response with the reset flag set, and then nothing. It's a little bit more complicated when I try to get the manifest files from the mirrors, it actually starts to send some of the data but eventually the server resets the connection and the file transfer fails. Weird part is that if I send a request to the server manually for example GET /zipsync/tdm_installer.linux64.zip HTTP/1.1\r\nHost: update.thedarkmod.com\r\n Then it doesn't close the connection immediately but sends me 1.5 MB of data first. Unfortunately that's not the whole zip file so it does in fact decide to cut me off at some point. EDIT: Seems to have something to do with the byte ranges, like you said, if I omit that from the curl invocation without changing anything else then I also get almost the whole thing. I can download the file on my phone so it does seem to be just my computer, or my (wired) connection, though I'm not sure what. So not a server problem. Not quite sure what the issue is. Anyway, no need to waste time thinking about this if nobody else is experiencing it and I managed to get the files another way.
  2. Hi, I'm trying to install the latest release version of TDM on Gentoo Linux (and I'm aware that there is an unofficial ebuild but I prefer to keep the number of third-party repositories to an absolute minimum). Anyway, it seems to be impossible for the installer to receive any data at all, except for the config file. If however I check the "Skip installer self-update" option in Advanced Settings it attempts to download manifest files for all the release versions but doesn't receive any of them (curl error 56 - Failure in receiving network data). If I try to download any of these files manually using a browser, the browser complains that the source files can't be read. It doesn't seem to be a problem on my end. Kind of seems like the files are simply not publicly accessible but I'm not sure. Enclosed is the complete log file for reference. tdm_installer_1634569973.log
  3. Bridge

    Movement keys?

    Yes, the fact that run was a separate key in The Dark Project is one of the worst things about it honestly. If I recall correctly it was fixed in The Metal Age. No offense to you and your middle mouse button running (which frankly seems to me like the absolute worst button to map to run), but it definitely makes much more sense to me to have one key bound to "forward" and then have the auxiliary movement speeds like run, crouch and creep work as modifiers.
  4. Also, y'know, Darth Vader. Admittedly wears a helmet.
  5. I'm definitely all for a Christmas themed house mission, seeing as I am already in the process of making such a mission as of the last two weeks (I'm about half way done with it) so it would just be extra incentive.
  6. I really don't care about stealth score under normal circumstances to be honest, in fact I'm in the habit of making daring and quite noisy escapes once all the objectives have been completed, just for kicks. As has been pointed out, the people who are ghosting the missions (and hence aiming for 0 stealth score), especially the people who follow the old ghosting rules, will never use them anyway. I think having it tied to discovery of the noise arrows is a neat idea. It makes it so that if you cannot use any objects in the environment as as a distraction you can simply activate the arrow and then pick it up while the guard is en route. This would obviously entail creating at least a rudimentary outline to a plan, and stealth, at least Thief, is all about strategic traversal right?
  7. You can find some info here, if you didn't know about it that is. I think this is still a good idea for a thread.
  8. Wait, fire arrows don't make the player fully visible? In the demo it seemed to only increase the player's visibility marginally, if indeed at all.
  9. I'm a TDS apologist personally. Yeah, the mechanics are totally broken but I somehow managed to adapt to them and soldier through the game. Now I find it virtually impossible to revisit after getting used to the original Thief mechanics - among the most solid controls in any game ever in my opinion - it's just so clumsy and awkward. But I was personally a huge fan of the level design, limited as it may be (with the area-connecting fog bullshit), with many extremely memorable levels. I also found the story to be pretty good personally. As good as Thief 1+2 no, but it had its moments and it wasn't a betrayal or anything. Overall it was a worthy sequel in my opinion, just bogged down by some questionable design and horrible controls. Also, Robbing the Cradle. Need I say more?
  10. As an addendum to jtr7's post, in my opinion an experience isn't made up of some parts, it's made up of all of the parts working together in harmony. So while yes, the new Thief very well may have some positive aspects to it - hell, perhaps even some that end up revolutionizing Thief and stealth gameplay at large - they are rendered meaningless if all of the other elements are working against them or are simply too neutral to have an effect on anything. Which, incidentally, is something you can quite easily infer from the wealth of evidence that has surfaced thus far.
  11. Here I use "look" as somewhat of an abstract referring to everything that is currently known about it.
  12. I desperately hope it isn't as bad as it looks. Having all three giants of stealth be homeopathized like this is too much for my heart to bear. EDIT: But it's looking pretty bad so I sincerely doubt it.
  13. Well I have what I presume is the latest version, I downloaded it from the official mirrors and the notes say it is v2.0. In any case, my complaint isn't that the mission is large-scale per se, it's just that the pacing is all screwed up. It's a good mission all things considered, but it is essentially a small to medium sized level with a large one tacked on. Honestly, it plays more like two missions spliced together than one long one to me. Taken separately, both of them would be immensely enjoyable. On one hand you have a mission where you start in the slums and the only objective is to discover the thief's identity, gathering enough loot along the way to cover expenses (or whatever). Then on the other you have a mission where you spawn at the entrance of the keep and the objective is to frame a lord. Two missions that have nothing in common which are excellent when considered on their own terms, and yet when combined cause the whole to lose focus. I can't be alone in thinking it's exhausting - it's not even the length because I don't feel the same way about say Thief 2's final level (although it is occasionally frustrating in other minor aspects) which is much larger than Lords & Legacy. It's still a great mission with a lot of depth, I don't mean to criticize it overmuch.
  14. Nothing game stopping no. Just climb on top of things in the slums for a while and you are bound to run into some frustration, especially close to the roofs. Perhaps the skybox was placed too low or playerclips were placed to prevent the player from going out of bounds but there are certain completely doable jumps that are inexplicable impossible. You can also get blocked this way by simple brushes. It's not a major problem, especially if you are a chronic savescummer like me, but I fell to the ground more often than I should. Then in the commons climbing on top of the tanks is problematic I found, and basically every other window I came across was unenterable due to some type of obstruction. Thankfully all of these were moveable items but it shouldn't be necessary to pick them up and move them out of the way. Not exactly sure what the problem is but probably the worst example of this is in the woman's house in the slums: if you enter by the left window you will get blocked by the candle even though it seems like you should be able to move past it easily. It was a little bit frustrating. Then in the keep I ran into a bug where the game wouldn't render the staircase leading to the lower floors (cannot recall if the same happened when going up), it would simply be solid black until the player was close enough. There was another example where I could see the skybox through the roof of a house, I don't remember where this was. Sorry to say I don't quite remember every instance I ran into some kind of problem as I wasn't consciously registering them (not as much as I would were I testing anyway) but I ran into quite a few rough edges that had easy fixes. I think the overall experience would greatly benefit from such polishing if the creator is adamant in how the level is paced. EDIT: Oh, and the climbable chains were a bit bugged. They are all climbable as far as I could tell but as soon as you grab onto them they become distorted somehow, as if they were perpetually swinging (imagine a violin string) and for some reason I had to be looking completely up, or at least more so than with climbables in other levels for me to actually move up the rope. I can't quite recall how it felt now, but I ran into an issue where looking at an angle >0° wouldn't necessarily cause me to move up the chain. Sometimes I would think I was moving up and to my confusion end up descending the chain. Ran into some performance issues also, including one part (traversing a visportal somewhere in the keep if I'm not mistaken) where I experienced a massive drop in framerate (60 fps down to like 20 perhaps) although it didn't last more than a few seconds. Also, none of the guards' coinpurses are pickpocketable for some odd reason.
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