Jump to content
The Dark Mod Forums

Domarius

Member
  • Posts

    7519
  • Joined

  • Last visited

Posts posted by Domarius

  1. NH tells me he was reading them for an hour. Well I did warn you that you wouldn't be able to stop!!

     

    Sparhawk, you should be able to relate to some of these too. Especially those in the tech support categories.

     

    Here are some of my personal favorites.

     

    These are from "Miscellaneous Dumbness".

     

    Customer: "I want to get the new Netscape from you people."

    Tech Support: "I'll need to charge your account $30."

    Customer: "What do you mean? I pay for this service."

    Tech Support: "We're providing the registered version of Netscape. Netscape charges us, so we have to charge you."

    Customer: "Well, my son is a socialist and I spent a year in Spain. What do you have to say to that?"

    Uh....

    Customer: "I thought so." *click*

     

    Cut from our email support log:

     

     

    This morning I tried to sign on and for a purple screen. After several tried with different browsers then I got the message you were down. I tried to exit. It went to a background with huge pixels and stuck. I mean no amount of rebooting would get rid of it. Finally I had to reset my wallpaper.

  2. Yes - Don't specifically ask for permission, and they won't specifically stomp you out with their huge corporate foot.

     

    Security through obscurity.

     

    Although I don't think we are going to be so obscure - this mod is slowly gaining more and more popularity :)

  3. ...And I agree with Spar that we don't really need to know the purpose of all the machines. What was the purpose of those glowy balls on top of the streetlamps in T2? I didn't know and didn't care, but it looked cool and different and gave the setting atmosphere.

    Argh! There he goes again! Just because you didn't care doesn't mean other people don't.

     

    I personally hate things that are just thrown in "to look cool"; the fantasy world feels less believable and more like some guy's try-hard effort at looking cool.

     

    If people are gonna spend a few posts discussing the workings of such things, let them! At the very least, it can appear in the game as documentation for an interesting read. The workings of things were found as readables in the original game too.

     

    As for the glowing balls on the street lamps, I found myself wondering if it was a ball of magical energy cast by the mages, held in place with the technology of the era.

  4. You mean you export all the head & body combinations as seperate models?

     

    Isn't that a waste of RAM when the game is running?

     

    And if it was done with the programming, you could make the heads random so that the level designer didn't have to personally worry about making all the guards look different.

  5. I realise you understand now that you don't need to coat him in so much armour, but I want to say that;

     

    ANYTHING that looks different will be enough to let the player know they're up against something new and they should be careful. Even just a different helment (but you'd obviously want to change more than that to make it interesting).

     

    Back in the old console game days, all they had to do was change the colour of the enemy, and after the initial caution, you then associated that colour with "harder". The colour just "looked dangerous".

     

    The same thing happens when you see those "full helmet" guards in Thief 2. Their helmets are only slightly different, but after that first encounter, you really learn to HATE that helmet.

  6. Thanks for taking this into account. I know that Spring considers background information as a waste of time, but I think that it will have a big impact on the modelers and the proof can be seen here. Knowing what a model went through to become what it is today, means that you can model the game world in a much more consistent way, then just treating each model as a model itself. And the haunt looks fantastic the way it is! :)

    I'm so glad there are people other than myself who feel this way about "background info" :) :)

    Especially for being scared, I feel more scared the more "real" it feels. Which is why I found The Ring really scarey (you could look into all the reasons the things were happening if you payed attention to the movie), but not it's cheesy "b grade horror movie" sequel, "The Grudge", which just had things in there because "they looked scarey" and no other reason <_<. It was so try-hard.

     

    Well oDDity, undead never looked like this in a game. This is going to be cool.

     

    And I agree with Darkness and Spar - we should be holding back things for surprises. Seeing this stuff before it's been "properly introduced" in the game, is like skipping to the end of a novel.

    A guy as scarey and cool as this, needs a whole build up, to get you way scared before you even SEE him. All this literature you can read about what happened, and peoples diaries saying they're seeing things, and then one that ends in the middle of writing, and all that stuff... :)

  7. And no one thought to consult the programmers who'd be having to peice these bodies and heads together in real time?

     

    Haha, it won't be hard. This is good news :) Last I remember, we were undecided about how complicated it would be for the modelers, or something. I'm glad to hear this feature's making it in.

  8. I'd like to say that reading about the workings of various things in the Thief world (mechanist documentation, magical lore) really really helped me become absorbed in the world of Thief. And I'd look at the boiler bot or whatever, in a new way.

     

    I just want to say that its worth taking a "slightly logical" approach. Like sparhawk said, "logical within the confines of our fantasy world".

     

    Like I said, no need to go all out and explain every detail of magic or something (what curse was involved, what ingredients were used) but on the other end of the scale, I don't think it's good to take a "It's fantasy, so it doesn't matter what crap we think up" approach.

  9. While we will indeed come up with a backstory for a campaign, the Dark Mod is primarily an editor. It will be up the FM authors to come up with backstories for their missions and campaigns. We can't wait to see what they will come up with! :)

    Yeah if they confront us, we can just take Napster's stance and say "We're not making copies, we're just providing tools for people to do it themselves" :)

  10. ...but then the whole idea of undead is nonsensical anyway, so we shouldn't try to think it out logically.

    The world that J.R.R Tolkien created is nonsensical, yet it has a detailed history that affects the details in the story that was set. Elves have a whole language, cultures have customs, etc.

     

    We certainly *could* justify them logically if we wanted to, but it's pointless other than from a campaign point of view, I agree.

     

    But it can affect the details - how they look, how they fight, what weapon they use. And then you can read about the details in the game.

     

    It helps you "beleive" in the fantasy world that is being created around you.

  11. I think we need an animator, don't we??

     

    Doom 3 works with .lwo (Light Wave) files, but I bet you could just go through some conversion process.

     

    Check out this link for how to get 3D stuff into Doom 3.

    http://www.doom3world.org/phpbb2/viewtopic...3017&highlight=

    Just scroll down (past the useless Video tutorials section) down to the TXT/HTML tutorials section. There, they are all categorised, into Scripting, Mapping, Lighting, etc. etc.

     

    You'll find everything in there. Especially important tutes on how to get models into Doom3

  12. Good good. I've seen too many, made up, unrealistic skeletons in games. Nothing is as freaky looking as a real one.

     

    Hey, anyone played Calendra's Legacy?

     

    Do we want to have SKELETONS as undead in our mod?? Undead skeletons rock. There aren't enough of them in games. Imagine one clattering out of the shadows at you suddenly with its arms outstretched going "ee-hahahahahaahaaaaa!!!!" in that high-pitched voice they always seem to have.

  13. Is that 1800's from America or England? (Excuse any blantant lack of historical knowlege I just displayed there...) I always preffer medieval fantasy to derive from English stuff.

     

    As GIMG said on IRC, "is there anything oDDIty do that DOESN'T rock?"

    I said "I doubt it."

  14. Good point. I noticed Thief 2 doesn't have an arrow tip on their's. Makes sense that you don't want it lodged into a wall, showing where it came from. Maybe some code can be created to make the noisemaker fall in a random fashion to the floor when it hits something, so it doesn't reveal which direction it came from. I say this because I think in T2 it usually fell straight down, unless you shot it from an angle. I think our's should have some sort of tip on it, though -- even if it's just a very dull arrowhead. It looks kind've funny without anything...

    Take it from me; it NEVER stopped moving where it landed. It skids and slides and bounces everywhere, till it looses all its momentum. I always find it buried in some dark corner somewhere aways from where I aimed it. And the darn thing is so thin, and so hard to see, it's practically invisible in the dark. I'm not complainging though - Makes for fun trying to retreive it, ahd probably balances out their powerfulness a bit. I can't collect it again in a pinch, cause it takes so much time. So I can't use the same one to rappidly and constantly keep luring the guards away.

×
×
  • Create New...