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Dram

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Posts posted by Dram

  1. Thanks for the good news (sighs of relief).

     

    Would'nt want the same stupid problem like in t3 where the blackjack absotlutely MUST come up into the middle of the screen in order to be able to KO. The problem being in the fact that sometimes it would go up and down and by clicking it results in a pissed off guard. Glad to hear it will not be the case.

     

    --Dram

  2. Just wanted to know a couple questions:

     

    1. how the books are being done? - are they going to use Doom3's idea of panels? (so you culd scroll over the pages)

     

    2. are any sounds done yet? - if so, please could you post up an example of anything :D I wanted to know what it'll sound like (roughly).

     

    3. will the weapons be the same like in thief1 & 2 or more like t3 (god no!!!! :( ) - as in the blackjack still does no noise upon impact, etc.

     

    Thanks, Dram

  3. Also, how thick are the blades?

     

    I tried to make something similar a while back from aluminium folded over (I made those Predator wristblades) but I cut my hand once relatively deeply (and the blades were shoddy at the start, kept bending) and so I got very angry and broke them. lol.

  4. Hi all,

     

    I appreciate you guys reviewing my mod, thanks :) . When you guys have reviewed it, please tell me what you guys thought and what you think is crap or what you think is good, and please be honest. I'm gonna check here tomorrow.

     

    See you guys later ;) ,

     

    --Martin

  5. Thanks for the idea MrDischarged.

     

    I sent google my email to keep me posted (as you can't download it there <_< ) and so I'm waiting for them to post me ;) .

     

    BTW, I'm ready to send it to whoever wants it here, so if you want it then just tell me ;)

     

    PS: Thanks for being dedicated to the Thief community (Nightblade has'nt updated since late July last year <_< ).

     

    --Dram

  6. Like I said before, they're for silhouette mode (you gotta be allowed to hide somewhere ;) , so the streets are the logical choice).

     

    Glad you like them NH ;) .

     

    Yes I do have MSN, just gotta set it up (have'nt used it since I installed XP), so I'll just set it up and then tell you. Thanks for going through all the effort btw, I really appreciate it ;) .

     

    So I'll PM you later then NH and when I do I'll post here that I did (just to be sure).

     

    --Dram

  7. Ok, done. It's all organised and zipped (from 240 to 120 megs).

     

    There is however one problem: I can't fit it into briefcase.yahoo.com cos the limit there is only 30 MB. :(

     

    The only 2 solutions I see at this moment is to put it up in 30 mb individual files <_< and wait each time you guys download it and then put the next up. Or I have to find another site which will hold it.

     

    You guys got any suggestions?

     

    --Dram

  8. I can do mapping (not sure of how good it is though, as I always tried it for Thievery but always ended up with an extremely slow running map [cos I made all the things like fences out of brushes not masked singular brushes] so I always dumped them and did'nt bother much. UnrealED really knows how to anger me as it loves to add irrepairable BSP holes - AARGH!!!) so therefore I don't know of the quality. I did try D3 mapping in the original editor (not using the sdk) when it came out. Had a good try at mapping but then my windows2000 caught the "skynet" virus and I had to re-install. After that I could'nt play D3 anymore (unless I'd re-install) so my mapping went down the drain there. Though I will install D3 and give it another shot even with this new sdk.

     

    BTW, gimme a couple of hours to find which files I have changed from the original Thievery so that you guys can have a look at my whole mod (if you bother going through it ;) ). Just a qiuck overview:

     

    *added better splashy water-effects for everything

    *added GUI lockpicking (gets super-hard once your above lock difficulty 7, though it's not finished yet, gotta do more combinations for the 8 pin locks) which is heard by AI.

    *added wall-climbing (a bit annoying though, all it does is that as a thief when you jump and press jump again in mid-air it puts you into spider physics, there are controls to control it [i will write them in the readme with it])

    *changed the loot so that when stolen, it spawns a TSTStolenLoot thing (which the AI notice and also [if you turn it on] you can see it as a redish circle)

    *added bleeding (inspired by Thief's "Trail of Blood") which happens when health drops below 50% (at below 20% your movement is hindered) which can be stopped by taking healing of any sort.

    *added silhouette mode ([mentioned earlier]always on, could switch it off in script though) which changes the player's texture in black shadow to total black (had a glowing problem) and in light to a normal texture (also made it use the Unreal Male1 model as the thievery model always was spread out [bad for silhouette]). However, if you move too fast in shadows you will light up like a light bulb (inspired by the fan made "Ultimate Difficulty mod" for thief) and the player glows a bit (so that any human player may see him ;) ).

    *Changed a lot of textures (like the health drops, lightgem, etc).

    *and more...

     

    I could not however even touch the ThieveryMod.u package (think it was made in C++ or other) and that hindered the editing extremely as I always had to find a way around.

     

    So there you go, most of the changes I made to Thievery. I'll provide the files, maps, textures, etc (everything that is needed for the mod). Though it will take a few hours to sort it out (very untidy <_< ) and then I'll chuck it up on yahoo.

     

    Oh yes, one more thing. I did do a small amount of Doom 3 lighting (in that map I tried mentioned earlier), but I'll need to learn more about it (downloading the sdk for a start).

     

    So yeah. I'll post here when I've finished sorting the files of my mod and have them chucked up on yahoo.

     

    1 final thing: Please remember that my mod was made solely for LAN play and that it has it's fair share of problems (the climbing, for some stupid reason, does'nt work with more then one thief in the map - gotta fix it) and that some of it was made to prevent the dumb thing in Thievery where you could hide in a slanted wall or in the tiniest strip of shadow from human players (could'nt fix it for AI :( ) and that the mod was made mainly for ghosting (as I do that all the time - hence why I used the Ultimate difficulty mod in Thief)

     

    That covers all of it then. If you read up to here then you are very patient and I thank you ;) .

     

    PS: If you wanna use any of the stuff I added into Thievery (textures, sounds, ideas, etc) then please, go right ahead.

     

    --Dram

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