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Domarius

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Posts posted by Domarius

  1. Well, I like where this is going. Looks like it's just fine tuning now.

     

    I think that it could be made so that everything except the light gem hides untill you press something - select weapon, or get hit - then the extras (health, weapon icon) appear again... so they hide away and don't clutter, but you can press a button to bring them back at any time.

     

    Also, if anyone is worried about the HUD being to small, in the future we should consider making a check box, that if it is checked, the HUD scales larger when you change to higher resolutions. Because if we're going to have small icons, they're going to get even smaller on high resolutions.

  2. Hm, I've never seen that error.

     

    Start everything all over again :)

     

    Try and run Thief original missions first, before doing any FMs. Then if something goes wrong, you know its something else, and not DarkLoader or any FMs.

  3. I remember, in playing Doom 3, that the reflection of the flashlight was inconsistent with it's "actual" pointing.

    If you looked closely, its because in the "reflection" world on the other side of the mirror, the Doom 3 Marine model is being used to represent you, and he has his own flashlight, which is fixed to his hand, and therefore the flashlight spot on the wall in the reflection world follows the movements HIS hand makes - it waves around in a strange way as he sways on the spot. It only points in the general direction you're faceing because the Doom3 Marine model rotates to face the way you are as well.

  4. Spar, I don't know where you got the idea that the numbers were health;

    ...And put the selected weapon with quantity of remaining ammo on the left side -- as shown in the next mockup (water arrow)...

     

    I like Darkness Fall's mock up best. I did like Spring's circle health bar, but then I saw oDDity's compact Health/Lightgem (instead of compass/lightgem) combo and realised that yes, health is more important than compass.

     

    But then Darkness Fall's combines all 3 into one easy to read compact little thing.

     

    I like that concept. I don't mind if people want to tweak it, like make the health bar less Sci-Fi.

  5. Why should the breasts be bigger? You didn't give a reason. To fullfill your fantasies is what I have to assume <_<

    Breasts that size are not uncommon. If a woman has to have her breast size upped to be worth having in a game, we'll be like every other game in that respect. I preffer variety.

  6. Ah... I'm changing back from the default skin to the DarkMod again, because default things are so depressing, and the dark blue background is finally gone from the search results :)

     

    Spring, I agree - our web presense will help gain support, its definetley worthwhile. And you're doing a good job.

  7. But why, if it made a big mission, even bigger? I feel its a bit optimistic to say that no one will want them for a long time because the maps can be so huge.

     

    What about a mission like Calendra's Legacy? Instead of splitting the town into two parts, played sequentially, with the only connection point being in your hotel room (imagine that, all the townsfolk bustling through your hotel room because it was the only way to get to the north side of town), you could have all the streets connect to the north side where they should, and the night of the living dead could happen ALL over town, not just on the north side.

     

    Purah had time to make 3 missions - its conceivable that someone would want to make a mission worth the work of two T2 missions, into one big, loadzone connected mission.

  8. Actually, for a non-thief game... it sounds pretty good in the stealth department :) I'm impressed.

     

    The stealth genre is really taking off now...

     

    There's that other game... can't remember what the name is, but its a new one, not released - the main character is Anya, and you CAN'T kill anyone... you can only knock them out. And after a while, they will wake up and the whole bit... it's just so good to see this kind of thing.

     

    How many years since T1 and T2? Took everyone long enough to catch on :)

  9. oDDity, why are you against it? It's just an extra feature. You don't know what someone could acheive with it. I have an idea.

     

    Basically, all engines will their limits, and if someone ever wants to exceed those limits, this gives them a way. It's an option, not a straight jacket.

  10. Here is the part from def\monster_demon_imp.def that lights up the projectile;

    "mtr_light_shader" "lights/impflyflash"

    "light_color" "0.9 0.7 0.05"

    "light_radius" "160"

    "light_offset" "0 0 100"

    That comes under entityDef projectile_impfireball { which is where the "fireball" projectile is defined.

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