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Lux

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Everything posted by Lux

  1. Oh... yeah you are correct. I mispoke
  2. The Stiffmeister! As in Stiffler from American Pie? ok, bad joke :\ Anyway, nice nick!
  3. Haven't seen any yet and I have to say personally, I hope none exists. The only third person I recall is from the third game with wall-hug. That or less for me would be ideal.
  4. It looks interesting. Hopefully as TylerVocal mentioned, maybe disabling "post processing" in the video menu would rid the screen of the distracting foggy halo surrounding the screen... maybe not. I'm not a fan of the "sneaky hands" always on the screen either however they do a good job of animating them through many sequences such as on the edge of a pillar hide or pressing buttons/opening doors so they feel more a part of the player. It will probably be one of those things after playing a couple hours that disappears and you really don't notice (which means it was wasted time developing them in the first place). My only concern is that when you're in a "pinch" and you need to "hit the lights" or shut a door, instead you'll be stuck in some god forsaken animation and not be able to do anything else versus all previous titles where you could frob and move simultaneously. Oh look at my thiefy jazz hands! Many times they do feel immersive though so I guess we'll have to wait and see how it plays. I'm not sure why (oh.. yeah, back to the dumbed down player instructional video) eVERy game now-a-days wants to add the "see through walls" OpenGL wallhack in to their games. Its a game. Games are suppose to challenge you, or at least they used to. On the bright side, as in the new Hitman you can just choose never to push that button unless prompted by the story line or disable it in the menu or choose a difficulty level that removes those lame player tools. Still immersion breaking for me at least. As far as the "takedown" feature, I'm sure this is a remnant from the Deus Ex games and I actually like it. I don't see jumping on an AI and punching them in the face, myself. I see dropping on the guard and dropping him (hopefully with a some "alert other AI" noise which it would make) as opposed to having to sneak up behind him and blackjack him. Another tool with which to help remove difficult patrol path guards. It will all boil down to how they execute it though. The new voice of Garrett, at least for me, is appropriate. This is a precursor to all the theif games (supposedly, like the new Tomb Raider?) though that would mean we're not IN the "Metal Age" yet?? But that niggle aside, if it is a precursor then Garrett is younger than in the previous titles and should have a younger, different, maybe more sneaky less passe type of thief voice. He's not had all the experiences yet... but he has upgraded gear over the previous games.. compound bow, etc.... wish they'd stuck with the precursor theme more as far as in-game time-line; aka. no Metal Age, no electricity, no compound bow, less sophisticated gadgets. That would have made the "younger Garrett" more believable to me. Having a mix of "Everything is advanced" eXCEPt Garrett is kinda like... whaaaa??? The Heart of the Lion reminded me of "The Heart of Lone Salvation". It would be a great compliment if they copied the story lines from several TDM missions yeah? Good money too from the lawsuit! (j/k sarcasm) All in all... it looks interesting and who among us can resist a new thief game.
  5. You realize people are becoming dumber, yeah? I mean... I live in America and I'm not prejudice against anything but stupidity, that shit will wear off on you if you are around it too long. I saw a news story the other night on the television regarding ISTEP testing in Elementary schools and I was absolutely shocked at what I saw. They showed kids in the classroom taking the ISTEP and aparently they've moved the testing from paper to computers, no surprise there, but the kids all had CALCULATORS on their freakin' screens to do BASIC math?!?! Like 6x9= and the kids are punching in the numbers!! All kids can do these days on their own is push buttons. I'm sure some of them don't need the calculator crutch but still... I was shocked. There used to be a time when you had to remember 20-30 phone numbers in your head. Now you just scroll to a name and hit the green button. Google this, google that, search for the answer... why think about the problem and come to your own conclusion using information as a tool, not a crutch. Can people not freely think anymore? Have they no cognitive ability? Do they need everything spoon fed to them? Gaming has gone from Oregon Trail to being reminded of everything via the GUI in games and it is so annoying treating your customers like they're idiots that have no clue what they're doing. The absolute LEAST devs can do is make option switches to disable all the freaking help menus and do they? No. Because they know their main audience needs help or they'll get angry and quit cause there's a little bit of a challenge posed to them, and then they won't get their money next time around. This current generation and those to come are going to turn the world in to a.... yeah... I guess we'll just wait and see but it ain't gonna be a fun place to be. [/rant] TLDR: I agree with you AluminumHaste.
  6. I had a real issue getting used to the controls in the first game. I played for maybe an hour or hour and a half and could NOT get used to the control scheme and then shelved it and decided I hated it! Then we swung in to a gaming lull, not many new games coming out, and I reinstalled it and gave it a fair shake and I have to say now that it is one of my favorite games of all time. (the first one) I've since played through it 3 times and would again its that good. Obsttorte, you're doing yourself a real disservice by not finishing the first game, IMO. The second had a more free flowy combo style which I have to say after getting used to the first game was a bit of a shock. Though it was easier to move around and attack I felt the combos were executed much better in the first game. That being said the second game was also very good and I'll definitely be picking up the third iteration. Love the series. Hopefully they won't do like everyone else and ruin everything in the franchise with the third game. Kinda like Mass Effect. Wow I absolutely loved the first game and was looking forward to the second. Then the devs listened to all the whiny bitching customers in their forums and changed so many things in the second game and it wasn't half the game the first was as a result. Such a shame. Didn't bother buying ME3 because of that.
  7. He probably puts the "i" in there so it slips by language filters... er no...
  8. I was just thinking of this as well a few days ago after watching the beginning of Evil Dead 2013. The group goes down to a cellar room where this is occuring and its done really nicely and I visualized it in TDM, would be a really neat effect.
  9. Well I guess after my first map is done I will have learned what NOT to do...hehe Also, sincere apologies if the thread is derailed. Yes and Please, more tutorial videos.
  10. I'm not trying to align everything perfectly. I'm using the brush alignment as a clipper tool guide to clip the edges of the building brushes. Sorry if that wasn't clear. As an example if you have a rectangular brush 8 units thick, and you clipper tool it in two places in the top view so you have 3 sections, 1 2 3. If you just take sections 1 and 3 in the side view and make them tall then you have created 2 buildings seperated by a center section, section 2 (the path in this case). As you can see by my pictures above with the path that I've created I can clip the "path" out of the horizontal brushes and then raise the brushwork on both sides to create the "city scape" on either side of the path. I was seeking to reduce the amount of work but it looks like that was counter-productive. EDIT: oops, sorry, by the picture above you probably can't tell what I'm talking about but there are brushes within the fork, that layer is just turned off.
  11. I don't know about it taking a couple minutes but I understand what you guys are saying. No need for a video on that in particular as I'm aware how to do it. Others I'm sure would benefit from that though. Top view, create a number of patches all grid aligned end to end in the paths that you want the map to take from the overhead perspective. Then V to change vertices and group select the vertices you want to move and move them down/up in the side view until it follows the general incline/decline you want the terrain. Then go back and select individual vertices to edit the patch in to the winding path that you want for terrain (side to side), and bulge patches to add noise and irregularity to the patch surface. I was just generally looking for an easy way to use what I already have which I suppose there isn't. Oh well. Sotha, didn't mean to confuse when I spoke of creating a decal patch. What I was looking for was a tool to take the TOP surface of the brush that has been clipped, using the clipper tool, and create a patch "out of it". I wasn't directly talking about making decals for the ground. Sotha, I'm using brushes because: The side buildings are going to follow the path I lay out exactly. So the bordering buildings will rise directly on the edge of the path. Its easy with brushes because you can just create the brushes on the sides of the path overlapping and use the clipper tool to clip them exactly to the path. Then just go to side view and extrude the brush upward to get the building height. If you use patches for the path, the edges of it are not snapped to the grid. They can't be clipped using the clipper tool. They are wavy or curved once the patch has been bent to the path shape. I guess I'll just use my current brush formed path to create my buildings on each side and then create a patch that intersects both sides and follows the incline that I want. I've built some real things before, framing houses, etc., so starting with a "floorplan" is natural for me and it currently feels unintuitive doing it the way you guys are explaining it because I can use the path brushwork to aid in the side buildings' brush creation... but I'll adapt my workflow. If I'm not explaining myself visually enough I can get some screenshots when I get home from work. I do get DR crashes when selecting 11 or over on the subdivisions when creating a patch. 5 and 7 work fine though, I just have to use smaller patch sections.
  12. So what you're saying is to scrap this 6hrs of work and begin again. Yay. I think I'd rather just leave it all as brushwork if that's the case and optimize elsewhere to reduce triangle count.
  13. Although I sincerely (and I mean that) appreciate the offer, I'm not learning anything by having someone do it for me. I would however greatly appreciate the instruction. (I'm sure others would as well) What am I missing?
  14. See post #11 in this thread to keep answers together. http://forums.thedarkmod.com/topic/14860-video-tutorials-anyone/ Need some helps!
  15. After attempting to select single faces or multiple faces and then "create decal patch" for top brush surfaces only, the results are mixed. Sometimes the patch mimics the surface exactly. Sometimes the patch has odd corners sticking out or does "its own thing". 1st picture is the selected brush face. 2nd picture is the "create decal patch" that was created from that face. And you can see in both pictures the 'black' corner sticking out of the brush face where the player start is. This is the patch created from that brush face. Not aligned and not a copy of the face. The 3rd picture I've put all the terrain brushwork in to a separate layer and selected only the top faces and then "create decal patches" from those all at once. Kinda broken for doing this obviously though I'm sure that's not its intended use. After the brushes are all selected and deleted, this is the patchwork that remains. So a video on how to create terrain, manipulate patches (not in arches where menu options are prevalent and videos already exist) would be nice. I'll figure it out on my own but it would be appreciated.
  16. Its a shame most all of Komag's videos are deleted. :\ I'd like to see a simple video on patch manipulation for creating terrain and adding bumps for garbage piles/sand/gravel/dirt on the sides of road. Something fast and efficient for workflow. I'm working on an elevated street and taking a brush I already have that has been carved so the TOP of the brush is the angled and curved street section where a player can walk, and selecting that top face and saying "create patch" just creates some unaligned square patch that connects to nothing. One might think we need an option "create patch from..." or similar that would simply take the top (or which ever ortho view selected) view and turn that surface in its current configuration in to a patch with a subdivided surface. Also, If I take a number of brush faces that are all curvy and elevate towards one end and select them all and select create simple patch, DR creates 1 enormous rectangular patch that covers the area of all the faces. You can select just an angled brush face and use Brush > Create Decal Patch and it will create an aligned exact patch to the surface and then you can delete the brush but I don't know if this is then specified as a decal or if assigning a normal texture to it will make it walkable? ...testing that now.
  17. @ERH+ -- Looks like hours of fun exploration this map! Can't wait.
  18. Both of those just posted for dirt/wood sound really good if just a bit 'hollow'. Like the EQ needs brought up a bit on the middle upper spectrum and down a bit on the lower middle spectrum. I like them both though and yeah maybe a bit too frequent on the wood creak.
  19. Lots of fun and an excellent map. I personally liked the layout and the upper deserted floors. Gave that lonely solitary feeling I think one would get from an old abandoned monastery; its not like the whole place was that way, only the upper floors where no one would really be save for the random guard. Any intruders have to come in through the ground floors. It felt right. Thoroughly enjoyed this mission and its definitely on my top 5 list of FMs. Thank you!
  20. The v2 stone footstep sounds I like a lot. They sound perfect in that stone hallway but outside or in a cathedral or on a street there would be too much reverb as others have stated. The adjusted snow sounds great for a packed walkway and the original is much better for deeper packed snow.
  21. Haha, grayman. That reminds of me of the most common PC troubleshooting question, "Is it plugged in? Is the power light on?"
  22. Artists are always more critical of their own work than others. Its a good thing Sincere congrats, Moonbo, on all the hard work and dedication. From the screenshot posted above and Bikerdude's words I'm anxiously awaiting the release!
  23. This quote was taken from the "Getting Missions 2.0 ready" thread. Is there any way I can get access to 2.0 editor? I'm just beginning a new FM, wondering and thinking ahead about changes, curious about what things will need redone, etc. and despise not doing something right the first time. I'm very hesitant to continue because of this and that's maybe because I started at a bad time. Admittedly its good to just "start" but with all that is going on I'm having feelings of "it may be better to just wait" to prevent having to do a lot of extra work for no reason. More experienced thoughts on this?
  24. All in all an excellent mission and very enjoyable. The cathedral was truly beautiful and well crafted. The city portion was fun and not too big that I got lost or lost my direction. I never played the previous version with less AI but I'm glad you balanced it because they seemed about right. Lots of guards but easy enough to avoid them and sneak about. I'm assuming that some of the bugs already mentioned in this thread have not been gotten around to (and maybe won't and that's completely fine) because I encountered most all of them aside from the glass cabinet doors in the shop. No issue with them. I did notice in the city section while crossing some roofs that the roof was black and starry like the sky-box and the texture twisted with the player camera rotation. I'm guessing I shouldn't have been where I was which was the small building roof in the center of the city section. I'm a climber though and rope arrowed to a vertical beam directly above the outside stairway and then shimmied along the window sills till I got over on the roof. I liked it a lot, had a great time playing it and enjoyed the architecture and lighting. Thanks for a great FM!
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