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Posts
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Days Won
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Posts posted by Goldwell
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I thought TDS did not support mods/fan missions either but there are plenty around.
I guess if the community really wants it they can make it happen themselves, I don't know how the TDS community did it but they did.
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Hmm, looks like I might have been on to something:
I am unsure about this but what is the major problem with a scripted world? aren't all game worlds scripted technically?
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Me? I'm an insane scientist doing my crazy experiments in my secret (and dark) laboratory. It is not a surprise why insane scientists are so common in popular culture as the job needs certain... qualities. It works the other way around too: initially normal people start to develop these qualities because of the exposure to all sorts of interesting substances and ideas.
If all goes well, I'm about to finish a large achievement -a mind numbing undertaking- in the near future. After that there is the big dark unknown. Who knows what will happen then? Big dark unknowns have fascinated scientists through all times in history.
Recent experiments in genetics have yielded two genetically superior speciments, which I have to tend on my free time with my trusty assistant. Because of these derivatives (with improvements!) of me, I don't have that much free time anymore, I'm afraid. I have some hobbies, but recently I have started ramping down my time expenditure on these in order to avoid burdening my assistant with too much work. Good assistants are difficult to find these days..
But Sotha I thought seeing as you're so far up north you are meant to protect the rest of us south of the wall from day walkers?
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Could it be the infamous 'vertical slice' they wasted immense time, money and effort on?
I think that was the bordello level if memory serves me correct.
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I work from home and for private companies who source out to me for a variety of projects. Currently I am working with a rather large multi national company but due to my NDA I cannot discuss which company it is or what I do for them but the pay is great so I can't complain
Working from home can be very nice as you don't have set times to be at work, you only have to make sure a project is completed by the due date. Occasionally clients check to see how progress is but usually they let you do your own thing as long as you keep producing quality results they won't care, also being able to sit around drinking soft drink, eating potato chips and getting paid to just work in your boxers is great too!
However like all jobs it does have some negative sides such as constantly having to fight distraction, when you're at home it is very easy to get distracted from your job (like what i'm doing now) also if you don't have good time management skills you will run into many problems as all projects have strict deadlines that need to be met and if they aren't you can run into many problems.
Outside of my job which usually takes up between 20 to 40 hours per week (depending on the scope of the projects I am working on), I still find time to sneak away and play some FM's and also record vocals for people here and there. I just recently finished up recording a new guard voice set which took a while but was really fun and also doing some voices for Sothas FM the Lich Queens Demise which was also really fun. I guess you have to work/study of course but you also have to make time to live, not many people on their deathbeds say they wish they spent more time working and less time having fun so enjoy life while you have it!
I once saw on a youtube video a great quote (which rarely happens in youtube comments) but a pretty good guitarist was covering a whole music album start to finish just playing along to it in the background and it was really good and most people enjoyed it but of course there was a negative person saying "wow you must have too much free time on your hands to be doing this you need a job!" and someone responded with a great response "if you don't even have enough spare time to play guitar for 45 minutes then YOU have no life and need to make more spare time" which is true I guess it's all about balance.
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-- lockpicking has a very minimal HUD...a few circles underneath the lock, apparently you only see the inside of the lock when using focus?
I thought that was very cool as well but personally I would prefer to see inside the lock when lock picking, I thought it looked really cool and to me it looks harder than whatever else they were doing with the circles (but that is just a matter of personal preference I guess).
-- this is a "pre-alpha" demonstration
WHAT?! pre-alpha? how far behind on this game are they? :/ I don't know that much about game development but is it possible to take something from pre-alpha to release within 6 - 18 months? And it be good/not rushed?
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http://www.youtube.com/watch?feature=player_detailpage&v=7oxBGng_Xmw#t=9444s
This is very interesting basically they say that the side screen fog is still in development so I guess (I hope) they will tweak that, the red eye that pops up over alerted guards can be turned off completely so you can listen for the sounds and watch their body language, focus can be turned off completely as well. I have to say after learning about all of that I am feeling much more excited for the game, at first I was rather disappointed but it could actually be a really good game.
I know a lot of people didn't like Thief 3 that were fans of Thief 1 and 2 but I actually really enjoyed all of them equally so I guess you have to be a little bit open to change and it seems like the people working on this Thief reboot are very passionate about the game so it could turn out quite well.
I guess time will tell
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I am feeling a bit better about this game now, that does help.
I have very mixed feelings about the game myself. Part of me struggles with the bad AI, extreme fog, obvious alerts over guards heads (I mean that was a joke a massive red eye which is visible through walls), the fact that the shadows in the levels are replaced with this weird fog stuff and of course no Stephen Russell. One thing that really put me out of place with the game was simply just the fact that takedowns exist :/ I mean it's a Thief game where you should be sticking to your shadows and not being seen, sure if you get caught in by a guard it might ensue in a little bit of fighting and/or fleeing but to actually jump down onto a guard and start punching him in the face felt very unthief like for me.
But with all that said there are certain things I do like about it such as the environments, the music, rope arrows, also I liked the overall visual feel (minus the fog) of the game too and I do like the new voice however Stephen really was Garrett just his smooth lines and incredible deep baritone voice I loved it and it will be missed, I think the reason they gave for replacing him the mo-cap thing was bullshit as other games such as Bioshock Infinite for example had different physical actors than voice but I guess it is what it is.
I guess we will have to wait and see how many of these "features" you can disable in the final version which hopefully dont make gameplay ridiculously unbalanced. If you could completely turn off that screen fog when you're hidden, focus and those visual alerts it would be great!
I am a bit confused about focus though as he did say you could turn it off and ghost through the game etc but they also say that focus is an integral part of the storyline... So if you can turn off a part of the storyline, how would they fix that? it just doesn't make sense that part.
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Also there is some new footage of the game
http://www.gamespot.com/e3/thief-e3-2013-stage-demo-6409869/
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Well that's fine, I like Arrow to the knee jokes lol.
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"While an arrow to the knee can cripple" *cringe* I thought we were done with that "joke"?
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I can't believe that stupid cloak thing...it makes it look like your monitor got smeared with petroleum jelly!
And is it just me, or was anyone else expecting more from this "next gen" software? We have heads in TDM that look better than the ones in these shots...the teeth don't even have a normalmap! The particle effects on the water arrow looked pretty dodgy too.
And also the amazing AI on those guards *sees you* *4 seconds later* *attack*
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Looks better than the last trailer! Although I am a bit skeptical about this game I will wait until I see actual gameplay footage to see how it plays out.
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well I just keep my accountant mission as a.map until it's done then I will rename it to theaccountant.map because typing dmap a/a map a/a is much easier
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Thank you so much Sotha!
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Does anyone know how to do the following with an AI character
1) Make them lay on a bed
2) Is it possible to make one lay normally and a different one lay in maybe a fetal position? I don't know how hard that might be
3) Make an AI silent, so you don't hear them sneezing etc (I want to use my own sounds to make them speak and thats it)
Thanks in advance
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Sounds like a slogan. Anyways, good luck with your first mission. If you additionaly want it to be
enriched by scripted events
just ask me.
Thank you! I might need your help in the future if I get stuck! Danke! Ich brauche vielleicht einmal deine hilfe in zukunft sollte ich nicht weiter kommen!
Good luck!
Thanks!
As an accountant in my day job, I approve :-P. Looking forward to playing this one!
I sure hope you aren't as twisted as this accountant though
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- Popular Post
- Popular Post
Maud Goldwells latest Diary Entry (14.08.2013)
Gameplay Teaser Video (30.06.2013)
http://www.youtube.com/watch?v=5C8HZ0-pq3A
Initial Teaser Video (02.06.2013)
http://www.youtube.com/watch?v=kCvWfSrfUAg
30.06.2013 Update
So I have added a short gameplay teaser which is around 90 seconds long. The footage begins right when you have finally discovered where Maud lives and you are about to enter his house to steal the Accounting Book!
Original Post
My goal is to create a mission that is felt by sound, driven by curiosity and crafted for thieving.
I am (unsurprisingly) a massive fan of the Thief series, Thievery and of course The Dark Mod. My favorite moments during my thieving experiences is usually the exploration, I love to live in the shadows and explore my world before I jump out and steal something. I have never really done mapping before so at first I found it a bit intimidating but after reading through the guides posted on the wiki here and after some very helpful people answering some questions for me on the forums, so far the transition from no knowledge to being able to actually create something has happened faster than I expected.
This is my first fan mission and I will be providing many custom sounds and of course my own vocal recordings of multiple characters in game which is hopefully refreshing and unique to you when you play it.
Keep an eye on this thread as it comes closer to the release date I will start taking in some beta testers & also along the way I will post some screen shots and maybe another video trailer. I don't want to give away to much though as I want the mission to stay undiscovered and exciting for everyone!
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That looks awesome!
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edit: that worked perfectly! I know this post is a bit old but wow I was struggling to solve this problem.
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Does anyone know why you would receive an error message in regards to scripts which just says "redeclared" ?
I can't figure out why this is happening but I have a script which sets it so that once you flip a switch it makes that switch unfrobable. The only thing that changed when I started recieving this error message was I was playing around with different brush shapes in a different area of the map. I assume that doesn't effect it but something has gone wrong.
I decided to replace them with S&R for now as they seem to work just as good at setting if an entity can be frobbed or not.
edit: to clarify the error message I was getting in console was "ERROR:Error: file maps\a\a.script, line 1: UnfrobLever1 redeclared"
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it should just work. trigger_once needs only a target.
maybe your t_o is too small? is the target correct? does the t_o have texture common/trigger_once. did you dmap the map?
Haha oh god i'm an idiot!
I had the texture "nodraw" on it oops. I just changed it to the texture called "clip" and it worked straight away.
Thanks for the help guys
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Put s_waitfortrigger 1 on the speaker
If it repeats when triggered then also add s_looping 0 but if that doesn't work then you might need to copy the shader file and remove the looping in it so it only sounds once. Post again if you need help with that.
I have the s_waitfortrigger 1 already on my speaker, it just seems strange that it doesn't activate because if I activate it with a button it works.
To list what I did was I created a worldspawn brush thing, then I right clicked, pressed entity, then triggers folder then trigger_once. Then I added "target speaker1" to it and then I was done.
Do I need to tell the trigger_once entity that the player is involved? or does it do that automatically?
No mods for thief 4 (and TDM gets mentioned at explosion.com)
in The Dark Mod
Posted
Oh I see... Well hopefully EM does the right thing and gives us an editor! I think it would be fantastic if they did this and allowed you to share the maps through a built in online component but I guess that's just wishful thinking.