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Showing content with the highest reputation since 04/25/22 in all areas

  1. Background Eastbound is a FM created for the Christmas Connections contest. Although it was not ready in time to meet the contest deadline, its original inspiration is still present. This FM will be the first in a series following the Thieves' Guild member and protagonist Samuel Wilson in the events following a heist gone wrong. What will now be the second mission in the series was already nearing beta testing when the contest was announced (and it already featured a few "connections" of its own), so this presented an opportunity to fill in the backstory even more. Credits The TDM core team for all the hard work they do creating all the features, assets, scripts, and tools that we can all use in our FMs YOH and others for the custom sounds Everything else within the FM was created by me or modified from either stock or CC0 assets Special thanks to nbohr1more for organizing the contest Special thanks to thebigh and Wellingtoncrab for their valuable feedback during alpha testing All the beta testers, whose efforts led to many fixes, playability improvements, and general polish: Acolytesix, Cambridge Spy, datiswous, nbohr1more, prjames, thebigh, Shadow, Wellingtoncrab, wesp5 Technical stuff This FM requires TDM 2.10 or newer as it makes use of some of the latest features. The mission will look its best if you have shadow maps enabled instead of stencil shadows (Settings / Video / Advanced, Shadows Implementation = Maps). The mission will sound its best if you have EFX enabled (Settings / Audio, OpenAL EFX = On). Screenshots
    18 points
  2. Thought I'd share what I've been working on lately. While my mapping days are behind me, TDM still is still an inspiration for many of the fantasy illustrations I do in my free time. Here's a few that should look somewhat familiar:
    15 points
  3. 6 points
  4. There is this euphoric moment, when you've spent over two hours doing skybox brushwork, expanding it more and more to engulf one building after another, having it fit perfectly against every detail of every trim of their far facades (since they're not yet detail entities), sneaking into a slim crevice of together-blending, neon-blinding caulk, to find a slim 4 unit wide gap which you almost missed, and after looking at this huge puzzle of brushwork, in which you hope not a single brush overlaps another, but all touch edge to edge, and corner to corner, you going into The Dark Mod, and you type "dmap", and it compiles without a single leak on the first try. That's such a huge sigh of relief, and such an assurance of your craftsmanship.
    6 points
  5. Have you guys ever noticed this English gentleman? https://piped.kavin.rocks/channel/UCSqIEwL7Olwd_krFWhEsTIg He has done plenty of Dark Mod mission playthroughs. I checked several of his walkthroughs the past few weeks and I have the impression he is playing the missions thoroughly and very, very slowly - to clarify: he's playing TLC from my HH series right now and towards the end the session already has 10 (!) videos of 40-60 (!!) minutes each....but then again I recall that before beta I myself estimated a playing time of five to seven hours, so... Anyway, he also played my favorite DM mission The Accountant 2 sometime ago - I will definitely watch all related videos in the next days as I have the feeling that it will be quite interesting because of the level design. So if you're looking for playthroughs where the player really sneaks through the mission and suspects the end (or something even worse) behind every wall, then you've come to the right place.
    5 points
  6. It's also copyright infringement by anyone who uses that code in their own game. Copyright doesn't magically vanish the moment the first person who leaked the code is caught and punished. Copyright follows the code/image/text/movie wherever it goes, and if you use that content in your own work without permission, you have made a derived work which is copyright infringing. You're saying that most games are based on illegally leaked code? I don't know what you're smoking, but I suggest you cut down on it. Making a work which is "similar" has nothing to do with it. Copyright applies to specific texts: code, images, movies, blog posts etc. It does not apply to generic "ideas", which is why anyone can make a first person shooter, or an anime series about heroes saving the world, or a story about a teenage wizard (as long as he's not called Harry Potter). If the company doesn't exist anymore and the rights to the IP were not sold or passed on to anyone else, then you have an "orphan work" which (depending on legal jurisdiction) may be covered by special rules. But in game development this is a rare situation, because if the studio who made the game is shut down, the rights to the game will pass to the publisher, or whoever else buys the original studio's assets. Companies don't usually disappear into thin air, they get bought out by someone else, or their assets sold off in bankruptcy proceedings. So it would be very unwise to assume that a particular leaked codebase is an orphaned work just because the original company which made the game doesn't exist anymore.
    5 points
  7. Can't believe nobody mentioned yet that PREY is free on Epic right now. This game is absolutely incredible! Loved every bit of it! You can also grab Jotun on Epic, which is short and nice, but obviously nowhere near the quality of PREY.
    5 points
  8. If you ever wondered what a .proc file actually contained & why, there's now a wiki page page on it: https://wiki.thedarkmod.com/index.php?title=PROC_File_Format It's a treatment of a complicated subject, so I can't guarantee I've got it 100% right. Just more right than anything else I've seen about it.
    5 points
  9. FYI, I finally got around to updating the VR mod to 2.10. Just follow the installation instructions: https://github.com/fholger/thedarkmodvr/wiki/Installation There are no new VR features. Development is currently on hold because I'm rather busy working on Half-Life 2 VR. I do want to return to TDM VR as soon as I have the time, though
    4 points
  10. You can make whatever you want. https://www.thedarkmod.com/missiondetails/?internalName=swing1_2
    4 points
  11. I remember when the Blender limit was 19 characters. At least the developers of Blender have generously allowed us a whole 63 characters to play with, although why the hell anyone thinks it is acceptable to have hard-coded name length limits in 2022 is anyone's guess. The aforementioned "skin trick" was something I came up with as well: each model had a material name like "sk/my_model" which then used a skin to map the model surfaces onto the real textures. But this is only useful for models which have their own custom texture; it is not so convenient if you want the model to use a regular, arbitrary Dark Mod texture. I'll have to check the state of the import/export scripts. The custom property approach should certainly solve the problem and I'm sure it has been discussed before, but I don't recall if it actually made it into the code. Perhaps if it hasn't already been implemented, the time to do so is now, given that the 63-character limit is clearly causing problems for some people.
    4 points
  12. New pre6 release is available in the first post. The playerstart visibility is fixed, and I could finally resolve that bug causing the weirdly stretched geometry in the render views.
    4 points
  13. Another great addition to TDM. The names behind this one kinda gave away it was going to be a treat. As far as level design goes, this one's up there among some of my personal favorites. The snowy city ambience followed up by decaying underground libraries and crumbling halls was right up my alley. The first half is a tried and tested recipe for success - you can almost feel the cold as you explore the rather sizable portion of the city and break into various shops and apartments to take anything you fancy. It looks good, plays good, with plenty of verticality and some new mechanics thrown in. Speaking of which, I think the spectacles in particular really spice up what would have been a great mission even without them. The second half of the map is no less impressive and shows just how good the authors are at crafting interiors. For people like me who adore exploring forgotten places it is a true feast to the eyes. Pretty creepy too. You really nailed the 'ancient, crumbling' look. After knocking out and exterminating the inhabitants, I took my time to explore the whole place and adore the grand libraries.
    4 points
  14. Not just a cosmetic issue in fact — it would be better gameplay for a guard to stop and enter a "Huh?" state for a couple of seconds, giving the player a cue that he had been spotted and giving time to run away, rather than have the guard act as if nothing was wrong and then suddenly enter a combat state. Perhaps this could be solved fairly straightforwardly by setting different delays for the various levels of state transitions. I.e. transition from 0 (unalerted) to 1 (huh?) could be instant, but the further transition from 1 to 2 or more (actual attack) could be significantly longer.
    4 points
  15. More here: https://www.mindplaces.com/
    3 points
  16. Maybe this is just an attempt at trolling, but your mission would include everything I do not like about TDM, so good luck.
    3 points
  17. Why u no YouTube? Here we go https://www.youtube.com/channel/UCSqIEwL7Olwd_krFWhEsTIg/videos https://www.youtube.com/c/Boylag/videos
    3 points
  18. The wheels are grinding again for new Content!
    3 points
  19. In the basement of my map, ominous dark figures have gathered to conspire. They are called "The Skinless Ones" by those who have encountered them and lived to tell the tale. A year have they waited, for the Skin Dresser to once again return...
    3 points
  20. I think it comes down to the ability to tame a horse and its subsequent utility to humans. I remember a FM where a pagan had "spidey babies", it would be cool to see a mission where you played from that perspective. Anyways, I just didn't put much thought into what "team" the horses were on in my FM. The stated reason for no killing is to give you a clean getaway, so we'll just pretend that a dead body of any sort leaves clear evidence of misdeeds, whereas stolen goods are harder to investigate
    3 points
  21. Nevermind I was over thinking it. Just had to use a rope arrow in the proper place lol. Got all secrets and loot, great mission.
    3 points
  22. I sometimes wonder how much hearing/vision-impairment accessibility considerations factor into some of these choices.... Of course we all understand the main reasons developers (or rather their pay masters) cut corners like this or try to shoehorn in trendy features in their place. (E.g. using detective vision and awareness flags instead of audio cues as the primary way to track enemies' locations and awareness states.) Greed and ignorance are certainly the major driving forces here, not magnanimity and egalitarianism. But if you follow any current discussions about disability friendly game design, you will notice a trend that calls for the homogenizing of UX designs and removing any sensory skill checks imposed upon the player. It's hard not to see the move away from analog material noise and alarm barks in modern stealth games as an extension of this mentality. Personally I am in two minds about this. One the one hand, it is not nice to arbitrarily exclude people from experiences they would otherwise enjoy just because they can't see, or hear, or perform quick/dexterous control inputs, or orient themselves in simulated environments as well as other audience members. Indeed, I myself have advocated for improving accessibility options for players with motion sensitivity in TDM. But on the other hand it is equally unjust to keep people from accessing unique experiences or discovering stories that they would enjoy, just because other people exist who are not so fortunate. Thief and its progeny are fundamentally niche products. The demands they place on the player's skills of sight, hearing, and spatial orientation are the core of what make them appealing. They defy the idealistic motto that games should be for everyone, and that is just one more reason they have been pushed out of the mainstream market.
    3 points
  23. Yes! Written in Stone is/was one of the missions I am currently playing, and this was the conclusion I came to as well. I think the story (what I have found of it) even supports this course of action. These are clearly not happy people. Killing them is a mercy. However it seems I am just not good enough at combat to kill all the enemies with the resources I had collected to that point, so I ended up putting Written in Stone on the back burner in favor of other FMs. At some point I'll return to it and most likely finish it up using notarget. The world geometry itself is lovely and I want to take my time to admire it without having to worry about enemies. In terms of trying to diagnose what made the balance between exploration, puzzle solving, and enemy presence not work for me in this mission I'd draw a comparison to Iris and Hazard Pay, which presented similar challenges for exploration and puzzles but did not make me want to genocide the entire map. The first useful thing they did was prominently signpost important locations for the player, often with actual sign posts in the game world, and in Iris's case with markers on the map. Secondly they provided lots of safe corridors (that were easy to find) for efficient traversal between key locations. These safe spaces also often included overlooks or vantage points with clear views of the hostile areas so they player can get an understanding of the layout and plan their next moves without time pressure. And lastly in places where the player does not have the benefit of signage, maps, or prior visual scouting, these FMs revert to a much more linear level design. (Like a vine with side branches, instead of a spider's web or tree like labyrinth.) Now that I think of it, a lot of my most favorite TDM FMs follow these rules: Requiem, William Steel In the North and Home Again, Volta 1 and 2... That's not to say I think being lost or needing to make your own safety (Rambo style) have no place in TDM. (Perversely, Down in the Bonehoard has become my favorite T:TDP mission, and it breaks almost all these rules at various points.) But in those cases where being lost or ultra-violent is the intent, I believe the change in playstyle should be supported by tailored story beats and a generous equipment loadout.
    3 points
  24. My first map (way back as a wad file for original Doom 3) was of my basement. I had a demon popping out of my refrig. So yeah, there's a tradition to map what's close at hand. Vids are great, but it's hard to use them as a reference, to try to remember where you saw a particular problem solved. A general Google vid search (relying on YouTube's automatic speech to text transcripts) I don't find too effective. For written content about DR mapping, some reasonable starting points are the Dark Radiant user manual and Fidcal's A to Z Beginners Guide, https://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Start_Here!. I'm doing my 2-cents here and there on the wiki too. The writing continues!
    3 points
  25. That part in the Sword blew my mind. We did a very small section like that in Snowed Inn and there is something similar in TPW but nothing thats full on a little big world mission afaik. Also agree that we don't have enough trickster-ish levels and exotic locations. There might be a couple levels on the horizon to fix that
    3 points
  26. Holy cow, everything they said about this mission is true! I've only just managed to get to the other side of the wall and I'm already thinking about starting another playthrough in order to keep exploring more of the starting area! You really have created something amazing here. I'm so glad to hear you are planning to make make more content for TDM. You really have shown you have a profound talent with this mission, and not just because of its size. In terms of interconnectedness, navigable verticality, variety, and verisimilitude I think this might be the absolute best free-roaming level I have ever encountered in any 3D game. Period. (Previously I split that honor between TDM's Sir Talbot's Collateral, and Metroid Prime's Chozo Ruins.) Personally I think there is so much you could do here even if you limited yourself to just reconfiguring areas and objectives within this one map. I believe Goldwell is onto something with the idea in Shadows of Northdale of a reusable hub area that would form a setting for multiple missions; but this is the very first TDM map that I feel one could easily use to do that--without any major alterations or creative compromises. I mean, even as I've been exploring the decrepit tenements, haughty mansions, and brutal fortresses of Red Rook and reading about its sad history, I cannot help but imagine another story: A district in strict lockdown and quarantine against the remnants of a zombie plague. A murderous authority more interested in preserving its own veneer of power than protecting its subjects. An innocent populous walking the knife edge between rebellion and starvation. Then a downtrodden thief comes across a certain piece of incriminating evidence, and they must deliver it into the right hands to end the madness and bring the villains to justice! (Maybe the allusion to recent events in certain corners of the world is a little crude, perhaps even offensive some might protest, but I would play the hell out of that mission. We need power fantasies in these dark times.) Anyway, before I jump back in, I'll leave a bug report for you on the off chance that it may be useful: I too have run into the problem of the level crashing to desktop whenever I try to drop an item from out of my inventory. I have a personal rule that I must drop a health potion any time I reload from a save. (It keeps me from save scumming.) There were no problems the first 2 potions I discarded, but now it has started crashing whenever I try to drop that particular item. I think this was after about 3-4 hours of play time, incase that is significant. Luckily for most players I'm sure this will not be an issue, but for me it is a bummer.
    3 points
  27. Okay, when I started to play this mission, I had no expectations whatsoever. To say my mind was blown off is understatement of abysmal proportions - this was fucking awesome! Right from the opening intro, the nostalgic and bitter atmosphere permeates through and I did felt like I was playing Disco Elysium all over again for a while - it was bitter and made you think, but you couldn´t stop. It was only after first few hours I had to look and found out this was a winner of a contest - and deservedly so. From the masterful leveldesign - man, where did you learned this??? To map so good? - I have read in your comments this is not your first map, rather your first released one, but you deserve all the praise for it - it easily can rival Goldwells, bikerdudes levels, etc... - I am talking that kind of quality. It´s quite vast, but more importantly full of details, various new objects that can be taken and slowly unfolding story as you progress - which is quite subtle, as you have to "connect the dots" between various readables and what you find or saw. And what an intricately created world! I loved the fact there was a historic explanation of all the various cramped buildings and materials they are made of. When I mention readables - they are tastefully written (hats off to all the people writing and perfecting this) - what I saw here, is Golden Grail of well written readables in Thief/Darkmod missions. There is so many other things I would like to write about, but I have to run to my training, so I have only one plea: please, make more. Make many more and welcome amongst Taffers! PS: And few questions at the end:
    3 points
  28. dev16487-9919 is public. At the very least, the Linux crash should be fixed there.
    3 points
  29. I don't recommend changing the volume of ambient music in a specific mission, because this is something that is supposed to be under the player's control (as chosen by the volume slider in preferences). If you change the volume in the map itself, all it means is that the player will adjust their own volume slider to compensate, so you're just annoying the player without really obtaining any "artistic freedom" for the effort. Ideally all ambients would have a carefully matched volume level, so players would know exactly how loud the music is going to be based on their volume control setting. However we are a long way from that ideal. It is very easy to add a custom ambient and make it far too loud, particularly if it's music you like and/or your own in-game ambient volume is set to a lower level than default.
    2 points
  30. Yes, I know and @JackFarmertoo, but I don't like YouTube because of all the ad, tracker and country restriction crap it has, because of this I prefer Pieped, CloudTube or other privacy front ends, where you have all the channels from YT, but without the restrictions ads and other Google crap, Piped even blocked annoying intros and promotion blocks. I also use the FreeTube, it's a desktop client for YT with its own proxie.
    2 points
  31. Heya, got around to playing this mission. It's become obvious to me that that @Bienie has a particular style to his missions, in that you can miss a LOT even if you think you're trying reasonably well. My issue is that I completed the main mission, completed two of the bonus objectives (the readables on a wall), but ended up with a little over 1000 loot even though I was playing on Expert and needed 2400. I think my issue is that Bienie likes his windows, particularly those placed up high that you'd normally not think are openable and just decoration. Is the player just supposed to frob every single window in the mission, even ones that are out of the way and not easily accessible? Additionally, I only found a single secret so far (out of 10) and I was starting to think there were no official secrets! I'm not sure if these are really criticisms though, I actually like this. It's very humbling and a good mission for folk who think they're pro loot hunters. Anyway, back to exploring.
    2 points
  32. Big text moment Embracer CEO Sees Great Potential for Legacy of Kain, Thief, Deus Ex Remakes/Remasters/Spin-Offs https://wccftech.com/embracer-ceo-sees-great-potential-for-legacy-of-kain-thief-deus-ex-remakes-remasters-spin-offs/
    2 points
  33. Yes. Copyright infringement comes from using the copyrighted code, it has nothing to do with what you use it for. Even if you copy that code into an Android alarm clock app, you have committed copyright infringement. Nope. Copyright applies in full to the engine and the basic code. It does not apply to the generic "idea", although it can apply to the idea at a more specific level (so you can't make another game called "Duke Nukem", but you can make another FPS featuring a musclebound dudebro protagonist). If they are using the same engine then they have licensed that engine. They are not using stolen code. If they did, they would be sued into oblivion. Again, you are confusing "ideas" with code. Anyone can make a generic shooter, RPG or platform game without infringing copyright, as long as it's not called "Super Mario Brothers". The basic idea might be the same. That has nothing to do with the code. You don't need to steal code to implement a game which has similar ideas. Claiming that software which does similar things must be using stolen code is the sort of thing Darl McBride came up with in the SCO vs IBM lawsuit. It failed spectacularly because his assumption was wrong. There was never any stolen code. Correct. Not correct. Copyright law applies to large companies just as it applies to individuals, and since they are prominent companies with deep pockets, they are much more likely to get sued. That's why they have a legal department to make sure they are using all IP correctly. They do not steal code. I suppose if you're talking about some fly-by-night Chinese rip-off company, then they might be stealing code (since enforcing IP against companies in China is notoriously difficult). But if we're talking about AAA game companies in the US or Europe, using stolen engine code is not normal behaviour, although there may be occasional instances where it happens.
    2 points
  34. At times while building I've thought something like, this room is half stone and half wood. So I'll take the preset for WOODEN_MEDIUMROOM and CASTLE_MEDIUMROOM and average them. That's about as much micromanaging as I'd want to do though.
    2 points
  35. These are all bugfixes, but I consider those to be improvements: Many stock models (like the city watch model) use materials which are missing. The engine will encounter these and flood the log in warnings, to the point where I'm hesitant to even use them. Please fix these models - there are likely a lot of them. In fact, there are a lot of various warnings in general, which seem avoidable. Ideally there should be no warning that will leave the user wondering if he's doing something wrong, when it's actually just the fault of the dev team, which he can do nothing about. When you set a mover_door entity to be pickable, it requests a "snd_lockpick_lock_picked" sound, which is not an inherited sound, resulting in a warning. I don't want to have to manually add this to every pickable door. (The stock sound for this property exists, but is fairly inappropriate, so it should probably just default to a "nosound" value.) Every ambient sound for a location, when first played, starts off at max volume, before fading to the appropriate location "volume" property setting. The wiki mentions a "pop" which can occur, because of how the Doom 3 engine handles sounds, but this seems larger than a pop - it's a full second of sound, and adding "_z" to the files, does not help at all. Can you add a "fivolume" property, which sets at what volume the fade in starts (possibly defaulting to "-60", as opposed to "0")? When you start up Dark Radiant, the bottom bar doesn't actually say which size the grid is, until you select a new one. (It just displays the grid icon.) Some models lack a list of matching skins. (The "models/darkmod/architecture/modules/interior_set01_corner.lwo" model has a set of matching skins presented in the skin selector, while the almost indentical "models/darkmod/architecture/modules/interior_set01_corner_door_right_empty.lwo" model, doesn't present such a list (despite skins being available for it).) Here is even more, based on the console warnings I got from the last time I ran my map: The images "sleeve_frill" and "sleeve" on "wench/green_dress" in "skins/tdm_ai_townsfolk_wench.skin" (or at least removing the calls to them if they're not supposed to be there). The image "models/md5/chars/nobles/noblewoman/noblelegs" on the female mages and archmages. ...and all the idle animations for the female mages and archmages, because at this point it's getting hard to read the console because all the missing animation warnings.
    2 points
  36. Copyright infringement of imaginary property is not theft. There are no "stolen goods". It's just copyright infringement, with its own criminal and civil penalties but typically lax enforcement. We'll see if Embracer Group or whoever currently owns the Duke Nukem IP tries to shut down distribution and modding of a 20+ year old dead game, but they can't stop it if the people working on it are determined. There's a reason pretty much every movie and TV show is downloadable and streamable on pirate sites within hours of release: whack-a-mole doesn't work very well. Some people will get scared off by a DMCA letter, but the files are already widely available now. As for whether or not it should be linked in here, that's a question for the forum staff. Maybe the links should be removed. Just provide helpful hints instead.
    2 points
  37. I have the 2006 Prey and I love it, it's an incredibly good game (Puzzles with death walker elements similar as in TDM House of locked secrets). This new version reminds me too much of other similar FPS, plus unfortunately it beats my system to play it. Prey 2006 Also free (abandonware) https://archive.org/details/Prey_2006_Windows https://www.myabandonware.com/game/prey-dd1 (instructions to run it with the patch in the comments) (Doom 3 engine)
    2 points
  38. Personally I think Moonbo's Requiem FM is about as good as one could wish for in terms of a spiritual successor to the Thief trilogy. The story hits all the important notes, and the level design is uniformly top notch across all the expected axes of stealth gameplay. And there is even a sequel that trailblazes entirely new territory from its predecessor in gameplay, story, and tone. That's just icing on the cake. Indeed there several FMs for TDM that I believe equal or even surpass the quality of the original games' levels. The trouble is how do you discover them in that giant downloader list? Are there other great missions in there that I have yet to find? That is undoubtedly the greatest current weakness of this project. The ability to sort FMs in the game client (i.e. both the downloader and the mission launcher) by date, size, and author would be a great help. Search by keywords or tags and support for grouping missions into collections would also be very useful.
    2 points
  39. I'd rank this as your best mission yet. A large mansion to explore, some secrets to find, pretty solid stealth, and the story is particularly enjoyable because our thief has a family member to save and isn't motivated purely by greed. Props for that. Am I right to assume the protagonist of this mission is the retired thief whose apartment we rob in Down and Out on Newford Road? If so - nice way of interconnecting your missions, I really like that. The difficulty was about right - enough guards to fill the mansion and make the place look tightly guarded. Being able to turn off the generator and plunge half the map into darkness was a great addition, plus the moonlight shining on the floor in the main hall looked gorgeous. This sort of interactivity is always appreciated.
    2 points
  40. @Zerg Rushlittle do you know, during beta testing that horse was briefly responsible for the death of every other AI in the map!
    2 points
  41. And Crystal Dynamics is supposedly working on a new Tomb Raider game. I still have hope that new games will be developed in the "not so popular" franchises. If they are going to be satisfactory, who knows. I quite enjoyed the gameplay of Thief 4 but I didn't compare it to the older games and just saw it as a game on it's own.
    2 points
  42. It's unfortunate that "very unpopular" seems to be anything other than Elder Scrolls/Elden Ring/Call of Duty sales figures. Maybe a bit of an exaggeration but it does seem like it for certain publishers. I mean, Human Revolution sold well enough for a sequel, but Square Enix seems to ask for too much from its western developers. Supposedly none of the Tomb Raider games sold enough units to their satisfaction despite it being quite popular. It was at least popular enough to be able to finish the trilogy (and bumping up the budget on each subsequent game), so I'm a little bitter the newer Deus Ex series couldn't finish theirs. Maybe publishers just need to manage their expectations. I'd rather a lower budget if the game could still be made.
    2 points
  43. Oh yes, very different but they did pay a great deal of attention to the originals. I have to give them a lot more credit than just being a fluke. I think the production leads were in the right headspace and they did a good job guiding their team away from the 'on rails' point A to point B mindset . There are interviews where they discuss teaching the level designers to create things that might never be seen by most players. I think the Deus Ex team were a good crew. The interviews with the Thief team were constantly heartbreaking...it was clear they didn't get Thief as a concept and really the proof is in the final product.
    2 points
  44. @Tarhielthank you for generous words and your time spent playing the mission. I am very glad to read you had a meaningful time with it. I am especially glad to hear you enjoyed the readables as I worked as hard (if not harder) on those as any other element of mission. My eternal gratitude to @Amadeus as editor who helped immensely in making them bearable to read. When it comes to how I learned to make the mission it’s really the same stuff involved in trying to accomplish anything really: you just keep accepting failure and frustration willingly well past the point your body and spirit are telling you to stop. It will seem like everything is an endless and impossible mess until suddenly it isn’t: and you and the thing you are trying to do are in finally sync. You also learn to accept a thing is “finished” (or perhaps you are “finished” with a thing) well before it is ever perfect. Since the deeper meaning of anything exists as an undercurrent below the surface, expressing it plainly poses some risk it may lose that very meaning for which it was created, so I will endeavor to answer your questions about the story up to the point I can: Thanks again for playing!
    2 points
  45. With now full EAX support, and XRAM emulation too! From the log of UT3 (I use it as a benchmark) Init: ALAudio device requested : Init: ALAudio device opened : OpenAL Soft Init: AL_VENDOR : OpenAL Community Init: AL_RENDERER : OpenAL Soft Init: AL_VERSION : 1.1 ALSOFT 1.22.0 Init: AL_EXTENSIONS : EAX EAX2.0 EAX3.0 EAX4.0 EAX5.0 EAX-RAM AL_EXT_ALAW AL_EXT_BFORMAT AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_bformat_ex AL_SOFTX_bformat_hoa AL_SOFT_block_alignment AL_SOFT_callback_buffer AL_SOFTX_convolution_reverb AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFT_direct_channels_remix AL_SOFT_effect_target AL_SOFT_events AL_SOFT_gain_clamp_ex AL_SOFTX_hold_on_disconnect AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFT_source_resampler AL_SOFT_source_spatialize AL_SOFT_UHJ Init: Device supports: EAX4.0 Init: Device supports: EAX-RAM Init: Device supports: ALC_EXT_EFX Init: Found EFX extension with 8 effect slots and 5 potential sends Init: ...'reverb' supported Init: ...'equalizer' supported Init: ...'low pass filter' supported Init: XRAM : YES Init: ALAudioDevice initialized. Init: Client initialized
    2 points
  46. This was an excellent mission for me to start out my adventures in TDM v2.10. You did a great job of showcasing new features from the update and of your own creation. I enjoyed the new looting animations and sound. I found them pleasantly immersive but never intrusive. I wouldn’t mind seeing them again in other missions. I also enjoyed collecting the generic food, and I didn’t think the mission suffered at all for only having one lock pick (which surprised me). The big show stopper though was your new protagonist! I loved her peppy character--such a contrast from the classic sarcastic thief. But I never felt she was too flippant or overly saccharine (and you guys walked that edge). She read to me as someone who is relative newcomer to the TDM life and has already learned the tropes of her own game second hand. Now she is bemused to be encountering them in person. I hope we will get to play her or meet her again in future FMs. Having another very different PC perspective like that really enriches the setting. Overall I had a great experience, and my dad who watched over my shoulder while I was visiting him liked it too! There were a few things that confused me or caused me problems though. For your consideration: 1. key hunts 2. bonus objectives 3. characters I find my self wondering whether the bird-mask boat driver guy is supposed to be an established character in the TDM lore. By his few voice lines, I assumed he and Clara are an allusion to Garret and that girl at the end of Thief 3 (you know, the one who never featured again in any other thief games); but maybe you had another PC in mind as bird-mask? I hope we might get to see more of them and their relationship in the future. A thief partners duo, done well, and maybe helping each other out of jams in the course of a mission would be cool. 4. setting 5. canonicity and diegesis
    2 points
  47. Understatement of the year. 2.14: 36 fps 2.14 renderview: 5 fps 3.00 flat shaded: 180 fps 3.00 renderview WITH shadow maps: 60 fps That's such a huge increase, like bonkers mad, it's actually useable now
    2 points
  48. HMart has large AI on a wishlist. I'd kinda like small AI with associated animations. For humanoids like hobbits, elves, kids, goblins, dwarfs, leprechauns. Animals like cats, dogs, snakes. Less ambitiously, with existing animations, a few more female heads and/or bodies wouldn't hurt. Female inventor or chubby engineer, for instance.
    2 points
  49. There is an eye icon in the post editor toolbar, this adds a
    2 points
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