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Showing content with the highest reputation on 11/22/20 in all areas

  1. Hidden Hands: Blood & Metal I am trying to do something with SS2 vibes in the HH universe... @Dragofer Thank you very much for your help with the bots! Would you be so kind and help me with the new cameras (I mean, the one that looks like a human head). I do not get it working.
    5 points
  2. If i am shamelessly advertising my project here then please let me know! I would like to drop you a video of my 11 months project. You can of course do what ever you want but please keep in mind the following. I dont actually thing that either thief 1 or 2 or 3 are great games. I think they are fantastic but i am not into them fully. I feel like they are too long, unfocussed and i find it a bit to subtle. I am making my own thing here but i am trying to not derive to heavy of thief. Please respect my wish todo my own thief. With love, F.
    3 points
  3. @nbohr1more This is exactly one good reason to keep your distance to thief. I cannot fulfill the needs of the thief community so from the beginning there was a clear statement in my mind that i would do my own thing. I am working on this alone mostly but i have a thief veteran at my side who made fan missions himself. Together we talk about alot issues and we take into account posts people make on different forums. Your suggestions on tdm are directly influencing my game, so keep making them, they are heard by me aswell! Also i take my main inspiration from popular thief 2 fan missions. Keeper of infinity, Rocksbourg, Calendra, Vanishing Point, Rose Cottage, A better tomorrow and other ones i just forgot. Also i would like to go a more open dark route with my storyline and world, something akin to john wick, sin city and the witcher 1. As long as it fits the story and is in reason i would like to show it. Wish me luck i am gonna need it.
    3 points
  4. This looks fantastic! How many of those assets are part of the UE4 package? I think we historically had sour grapes about Unreal Engine based attempts at a Thief clone since many players have repeatedly asked "Why didn't you wait for UE3?" or "When are you going to migrate to UE3?" etc. In hindsight it's quite clear why these questions are even more absurd than they were back in 2009... It wasn't until 2015 when UE4 source code was made available to the community (UE3 never released the source during it's tenure), so nobody could have made a lightgem system or any of the advanced AI systems needed until then. Did players in 2009 want to wait until at least 2018 to have a playable game in Unreal Engine?, ...or was it better that by 2018 we had TDM 2.06 64-bit with real-time soft-shadows, EFX audio, and over 120 missions including monster sized missions like Behind Closed Doors, commercial quality missions like the William Steele series, Shadow Cursed series, and Volta series... etc. (Eg. We had the banquet on the table already.)
    2 points
  5. I like the look and feel of it. Good luck with your project! We're not ones to tell anyone they can't do what they like. TDM actually got a lot of hate from the original Thief crowd at TTLG for being inauthentic, kind of bewildering to some of us at the time, but in the end most people realize there's room for different projects and visions and life is too short not to do what you want. It seems like every year or two, someone is presenting their own vision of this genre and will post a video here, which is cool. They often have new ideas or cool takes on different things, and this one is better than a lot of others. And if you're making a game the way you like it, chances are there will be others that like those things too.
    2 points
  6. Stolen Heart Today it's a pleasure to announce "Away 0: Stolen Heart" as the formal name of the WIP underway this year and destined for beta by next Spring. This is a prequel to "Away 1: Air Pocket", and builds on the foundation of "Setting the Scene". Those of you around a decade ago may remember these early screenshots of "Setting the Scene" by _Atti_ (with Melan): You'll get to experience these vistas, slightly tweaked, in "Stolen Heart". And screenshots of fresh content will start to be posted later this month.
    2 points
  7. As per the TDM Script Reference wiki page, you can do a trace from the beam's origin to check whether there are solid bodies in that direction, then place the beam's end wherever that collision has taken place. Supplementary script functions even let you figure out which bone on an AI was hit, for example. The below function is the main one: For making an AI run to a button to start an alarm when alerted, as far as I can tell there's currently no inbuilt support for this behaviour in TDM. The path_flee would only kick in if the AI is badly wounded or unarmed. It'd be worth opening a bugtracker entry for this.
    1 point
  8. Thank you, glad you liked it! As a heads up: I plan to do one more performance fix at some point, where I'm going to try and portal the outdoor area into a few different zones to fix the performance problems there. Been working on a new map for days and the more I use DR the better I understand what I can and can't do with it. As a general rule many TDM FM's require reading clues to know what to do next, so knowing english enough to read the books and notes is often required. In the case of this particular FM playing it without reading the stuff in the environment would also cause the point to be missed. I too wish there was a way to help people who get stuck on finding the next objective otherwise, as I also run into that problem a lot and know it can be frustrating.
    1 point
  9. I studied alot of lockpicking systems and decided that even with all my skill it would be better to take a simple one from the Marketplace and enhance it. I took a bethesda inspired one and added bolt levels to it and removed the pin breaking. I have some basic issues with it but the overall result is: It has to be simple. This feature is a core feature so you dont want to make it a large complicated effort. I just hate the system in thief 1 and 2. They are just clunky and horrible. Thief 3 was super fast and had levels... That was properly done.
    1 point
  10. Uhhh, that one was soo amazing back in the days! Good luck with you endeavour. Didn't mean to be so negative before. Just don't be disappointed, if it doesn't work out as you planned...
    1 point
  11. @MirceaKitsune Here is a post about the lockbox:
    1 point
  12. @MirceaKitsune As for 3, i guess you found the func_beam?
    1 point
  13. Ah yes, this is a case where I agree. There are some goblets that look to similar. Maybe I can add this in my Unofficial Patch? Have to figure out how it is done first...
    1 point
  14. I accidentally cut off the Reload, Hide unused, and Find-Replace icons, but you get the idea
    1 point
  15. I agree with the comments that you should probably invest a bit more time in a carefully edited video if you want to promote and show your work to a wider audience. But congratulations on your accomplishment! As someone who has some idea about the amount of work that goes into something like this, I think this looks really good already! Better than many early access titles on Steam, for sure. And 11 months is almost no time at all
    1 point
  16. I agree that it looks quite interesting, although it was a bit rushed in the video. It would be nice if you would allow your viewers some time to actually read stuff you pick up without them having to pause. Regarding voice acting, I did not find it too bad, but a bit strange that the internal voice is suddenly heard from one side at some point. The lockpicking system from (modern) Bethesda games is fine, although I personally prefer the ones from Oblivion or Splinter Cell (not sure which part), where you actually see what happens inside the lcok. But this is personal taste... Anyway, great job! I would absolutely play it, when there is something to play.
    1 point
  17. I actually forgot to show the credits in the video. I am using tdm music currently with thief OG music. That is all temporal. For the Fan Mission part, well its certainly possible yes but i have to focus on making a great game for now! The game is coded in a very modular way in preperation for modding. I hope in the future to use more ressources on asset creation and sounds but those arent important. Thief looks really bad and is aged alot but we still heavily enjoy it. Its all in the gameplay which matters to me the most
    1 point
  18. The thing is, the same map can be played in different moods, or put the other way around, maps cater to different moods more or less. I personally think it's important the first time I play a map that I play it both the intended way of the mapper, and basically following the philosophy of our genre -- slower, more methodical, thinking through your approach, anti-shooter, anti-hand holding, minimal, clean & functional UI, immersive sim, air of mystery to the world, non-linear, legitimate challenge, etc., and the game doesn't compromise with these things, even if it may be annoying for a moment, holding the line is more important in the grander scheme. But as for once one has finished a map, I also take the open source ethos of Dark Mod (which we picked up from Thief modding), which is to say a kind of irreverence to the game. That's when you can go in and toy around with it, break the game, find all the loot and secrets, toy with the AI, and I don' t know if anyone else has ever done this, but I've been known on occasion to actually mod other people's maps to change a few things to my style, or more often to experiment with some crazy idea I have, make AI fight, or making some contraption, or some new function, etc. I would never really advertise it, for one thing because it could be seen as kind of disrespectful to the author to talk about how you've changed their map. That said, I haven't done that in probably over a decade by now. Now I'll just do my experimenting in my own maps made for the purpose. But the beauty of the open source ethos is that, at the end of the day, I feel free to do what I want with the game, and that can be a really empowering feeling sometimes. The whole point of an open source game is to really make the game one's own on one's hard drive, I think. That's why I very often distinguish what's interesting for someone to do on their local version versus what's good to do for the core mod. For the core mod, I'm on board with keeping a strict line with our basic ethos, and I don't want just anything thrown in that could water it down. But then I often think the sky's the limit for what you do to it locally, and you even learn the most about coding the game by experimenting in the craziest ways, so a little irreverence is actually encouraged then. Anyway, long story short (too late), loot glint is a perfect example of something that would straddle that line for me, bad for the core mod, but interesting for one's local game when one is in the mood for it.
    1 point
  19. Apparently the in-game loader can't see updates if the mission in question is currently installed. Install a different mission, and the update becomes visible. Seems like odd and non-intuitive behavior.
    1 point
  20. That's a perfect occasion to paste Mark Brown video here But yeah, location markers and mini-map dots are driving you away from the game world, and make the whole thing more shallow. It's even worse when a game is designed around quest markers, i.e. there are no directions in quest descriptions or dialogue that would minimize the guesswork.
    1 point
  21. One very good reason would be accessibility! I would say our game is already pretty accessible (aside from the steep learning curve), with scalable UIs and finely tunable difficulty settings, but a feature like this would increase accessibility even further. I wouldn't even make it a loot glint, but rather a highlight for all interactive objects that are not junk: Doors, candles and loot should all light up on the press of a button. However, as noble as our motivation might be here, there is quite a risk involved in adding such a feature. Take Witcher 3 for example, where you have the witcher-vision, which highlights quest-related things in red and interactive objects in orange. Many players end up enabling witcher-vision almost all the time, rather than enjoying the scenery and actually looking at things. So, a feature like this might even take away from the imagined experience, as the player will "optimize the fun ouf of the game" [Sid Meier, Soren Johnson]. So, if we end up implementing such a feature, we should clearly label it as an accessibility feature and not a core game feature. By the way, even worse than the witcher-vision is the navigation breadcrumbs on the minimap. You end up looking at the minimap sooo damn often, that you miss the whole journey. I love W3, but you can't help but think back to the good old days of Elder Scrolls 3 - Morrowind where you actually had to look at fucking signposts to find your way around.
    1 point
  22. I think your numbers are slightly out of date. I haven't seen any scientist seriously suggest a mortality rate that high since about February or March. Even the infamous "Ferguson model" used to justify lockdown in the UK assumed an overall mortality rate of 0.9%, and most estimates since then have been somewhere between 0.3% and 0.6%. Maybe if you only look at hospitalised cases you can get a fatality rate of 2-5%, but that's not equivalent to the fatality rate for the whole disease. What is the source for the claim that 40% of cases will develop long covid? Don't worry, human behaviour and government policy will have destroyed what remains of the economy and society long before the consequences of long covid have any impact, even if the prevalence of long covid really is as high as you suggest.
    1 point
  23. I hate to be the devil's advocate, but I think the EMP-arrow is unnecessary. It's purpose is to extinguish electical lights. However, electical lights are meant to be not-extinguishable. If the map designer would have wanted a light source to be extinguishable in a specific place, he/she would have put a flame-based light source there. It would only make designing maps more diffcult as map authors would have to consider the possibilty that any electrica light source could be extinguished. The way it is right now is quite clear: if there is a flame-based light source it can be extinguished, if it is electrical you will have to find another way around or time it correctly so guards don't see you. The only thing the EMP-arrow would achieve is to blurr this definition.
    1 point
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