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Goldwell

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Everything posted by Goldwell

  1. 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). 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?
  2. 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
  3. 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.
  4. Also there is some new footage of the game http://www.gamespot.com/e3/thief-e3-2013-stage-demo-6409869/
  5. "While an arrow to the knee can cripple" *cringe* I thought we were done with that "joke"?
  6. And also the amazing AI on those guards *sees you* *4 seconds later* *attack*
  7. 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.
  8. 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
  9. Thank you so much Sotha!
  10. 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
  11. 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! Thanks! I sure hope you aren't as twisted as this accountant though
  12. 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!
  13. edit: that worked perfectly! I know this post is a bit old but wow I was struggling to solve this problem.
  14. 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"
  15. 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
  16. 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?
  17. So I just created the brush and then applied the trigger_once Entity to it, then targeted the speaker (which is waiting for a trigger) but then nothing happened. Does the brush have to be a certain shape/size? or is it just if the player interacts with it at any point?
  18. Thanks so much Sotha! Also another question, is there a way to stop a sound from playing once it already has?
  19. I am trying to create a part of the map where if the player walks into it activates a trigger which is linked to a sound. I created a brush, converted it to func_static then I created the following augs: sr_class_1 S sr_type_1 STIM_PLAYER sr_state_1 1 sr_class_2 R sr_type_2 STIM_TRIGGER sr_state_2 1 trigger1 speaker1 However whenever I walk into that area nothing happens. Am I doing something wrong here? Thanks to whoever can help
  20. I played that game to death back in the day with my friends. Was an amazingly fun game, but I haven't really played it for a while. I heard that they were trying to bring the game to Unreal Engine 3 I believe but the plans failed unfortunately However I am glad we have The Dark Mod as it is the next iteration of Thievery in my eyes
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