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Thief-Playah

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Everything posted by Thief-Playah

  1. I love this mission. It's fantastic. The best mission yet released for the Dark Mod, in my opinion. My only complaint is the AI being able to see through fog, but that's it. It's massive, challenging, there's a lot to do, the story is engaging, and there is just so much loot to steal. By happenstance, I discovered a strange AI pathing bug. I have no idea if this is the pathing in the mission, or The Dark Mod. I was at the top of the spiral staircase, and I was moving the barrel aside to make some room for some attempted lockpicking on the door. I had moved it too far however, and it tumbled down the stairs, creating a good deal of noise. I could hear the gentleman on the floor below looking for the source of the noise. I stayed where I was until I heard him give up. "Hm. Most vexing." When I went back downstairs, I found the barrel had landed in standing position in the doorway to the stone corridor. In the corridor, I saw the gentleman who heard the barrel, walking determinedly straight into the wall, quite a few feet away from the barrel. He was not currently alert, either. He was saying his idle lines such as "It's too quiet. I should summon the minstrel." Incidentally, this made him remarkably easy to pickpocket. The barrel in the doorway is directly related. When I move the barrel, he turns and enters the staircase, then goes back into the corridor and resumes his normal patrol. If you want to see for yourself, I've uploaded a savefile. I've loaded the save several times, and he continues walking into the wall, so it's consistant. At least on my end. Again, I dunno if this is an issue with the map, or The Dark Mod itself.
  2. The object handling is quite TES: Oblivion-ish, but with more control thanks to that there object rotation. Rearranging the furniture of nobles' houses will be fun! I find it somewhat amusing that I could see better in the dark in this map than in vanilla DooM 3. The AI seemed more acute in their hearing than I was used to. And they waste absolutely no time in chopping me down. I was pleasently surprised when I discovered you could relight torches with a candle, and also burn away moss from moss arrows with the candle. Though, I saw the actual burning part wasn't fully implemented. I was half-expecting to be able to burn the furniture or AI. But alas, no. This taste of The Dark Mod was a very delicious flavor, and I look forward to more samples! Now, I go hunt for all 904 of the loot... Quick question. Odds are, you guys do have it planned, but just to be sure... Will there be support for using 'Ctrl/Shift/Alt + Key' for controls?
  3. That's normal DooM 3 behavior. But, opening the console (Ctrl + Alt + ~) and typing 'vid_restart' will apply the changes without having to restart. File's done downloading. Time to play!
  4. This lurker is curious. Will the behavior of containers be of the Thief 1/2 style, where the container is opened and all contents are immedietly added to the player's inventory? Or will they be of the Thief: Deadly Shadows style, where the lid is opened, and the player grabs the individual items within?
  5. I've been watching The Dark Mod for the past several months, and I eagerly anticipate it's release. My question is, will there be several partial releases of it, or do you intend on releasing it as 'finished' as it could be described?
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