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Scope

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About Scope

  • Birthday 10/16/1984

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    Down a dingy backstreet in the United Kingdom...

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  1. Thanks Sotha! I had to do a clean install of TDM 2.0 due to problems updating from 1.8, and only last night was I looking for the list which explained what order the Thomas Porter series goes in so I could re-download them and play in order- you must have some latent telepathic ability! I haven't yet played the Lich Queens Demise (which I assume concludes the TP story), I really enjoyed The Phrase Book and your other missions so I am looking forward to playing it
  2. Hi all, I couldn't find a precedent for this problem so I have opened a new thread. I have copied my dark mod folder over to a new folder (away from my Doom3 install), in preperation for v2.0 and then I ran the update which seemed to work just fine. However, when launching the game I get the following error message in the console... "Couldn't load default.cfg" Its as if TDM is still looking for the doom 3 base folder? is there a way around this or am I going to have to do a fresh install in an empty folder? Thanks,
  3. Cheers Bikerdude! I was only downloading at 20kB/s, im at an acceptable 40 - 50kB/s now I have filtered out the slower mirrors using your method
  4. Looks like I was right, the TDM team always deliver like clockwork! I can always count on a Birthday pressie from the team, My birthday is the 16th of October (the Mod was released on 17th October 2009 and nearly always gets an update around the anniversary time!) Thanks guys, downloading now (uninstalls Doom 3!)
  5. Looks like I was right, the TDM team always deliver like clockwork! I can always count on a Birthday pressie from the team, My birthday is the 16th of October (the Mod was released on 17th October 2009 and nearly always gets an update around the anniversary time!) Thanks guys, downloading now (uninstalls Doom 3!)
  6. Watching this video makes me wish TDM had some sort of Thives vs Guards multiplayer (although not as fast paced as Thievery UT), where you get to play from the other sides perspective. I don't know how it would work though... At the very least, this would be brilliant for a trailer or a cutscene.... AI walking along on his patrol, talks to the other guards on his travels... see's a light go out or a door ajar... goes to investigate all creepily.. then get's blackjacked out of the blue.. last thing he sees is a thief standing over him and a fade to black as he goes unconscious
  7. I think weighting would be the best idea. This way the Thief has to think carefully about how much disturbance they can make in a room/area, without having to worry too much about an AI raising the alarm over one or two minor infringements which could have been caused by anything other than an intruder. Personally I think the main reason to raise alarm should be finding a dead body - this alone should give enough weighting for an AI to sound an alarm on it's own. Also an AI surviving a projectile should be enough for him to sound the alarm. An unconscious body should give pretty high weighting, but not enough for the alarm to be sounded on its own - he could be sleeping on the job, or banged his head etc. However - an unconscious body plus 2 minor infringements i.e door left open and the sound of fleeing footsteps or some missing loot should be enough to make the AI certain it was no accident. On the subject of missing loot, it should not be enough ON ITS OWN to raise an alarm unless it is marked as important by the map author. For instance the Crown in the "Crown of Penitence" mission. It would be a little taxing if the AI decided to call a full scale alert over a couple of missing candlesticks and a drinking vessel. Obviously it would be good if missing loot caused some suspicion, but it all depends on how the weighting system would be implemented. It may be a little drastic if AI count how many items are missing and gains weighting to raise the alarm for each item, as a room full of candlesticks or other minor value loot items like silver plates could unfairly trigger an AI to sound the alarm. The best way for loot weighting to work (in my opinion), is once the AI notices an item missing - all missing loot within say 30 feet is noticed as missing (to prevent the AI going back into invetigation mode on loop for each item it sees), and the entire incident is counted as one minor infringement. During it's investigation, any other loot it notices missing will no longer count, and only other infringements - I.e bodies, doors etc will count towards weighting for sounding an alarm. The other option is if you tie loot weighting to the items actual loot value. So if AI notices X amount of missing loot during one investigation phase it will be enough to to tip the alarm - however I feel this will have to be significantly high enough that the AI doesn't sound the alarm unless a dragons horde, or bank vault's worth of loot is robbed. If you can tie the weighting into the difficulty settings, weighting can be made harsher for a tougher challenge or easier depending on the players specification.
  8. Hehe I have noticed a trend that many past releases have co-incided with Dark Mod's release anniversary A double event for me seeing as my birthday is 16th of October... no pressure intended though ... *taps watch impatiently*
  9. Just saw the April News update on the progress on going standalone, but couldn't find a thread to post in - http://www.thedarkmo...m/posts/test-2/ I have to say, I am really impressed with the quality of the replacement models for the Doom 3 assets! Especially that skeleton mesh - Bravo Mr Lemony Fresh. It shouldn't be a surprise really, the TDM team always creates great art assets. But when I heard that many of the default Doom 3 assets would need to be replaced to allow for an untethered dark mod, I had the yukky feeling that quick and dirty placeholders may be susbstituted to allow for a quicker release... What a pleasant surprise that higher polycount, quality textured models have been produced instead! To keep the standard at that level, I am not at all shocked that it will take until Autumn/Fall release for 1.9. Anyways keep up the great work, I usually get to see most new release's around my birthday month of October -
  10. Actually... No. I just must be one of those unlucky few who hasn't noticed them before. I am a fan of Sotha's work - but I have never noticed cutscene's mid game. I am pretty sure I have Knighton Manor installed - I must give it another bash Never played the transaction though - I will give it a shot as well.
  11. Gray, the architecture and aesthetics of this FM are stellar, as were puzzles, loot placements and random guard patrol's. I feel the bar is always raised in FM's whenever we get a new patch and this FM is no exception. The story telling was brilliant start to finish! - I have never once seen an FM use cutscenes (something I am hoping we will now see a lot more of) - it was a massive boon to the narrative. It felt like more than just a typical "Taff and Grab", looting mission - we were introduced to a Player Character with a motive other than just petty theft, and NPC characters with seemingly real personalities. The use of... Other than having a great plot, the FM is aesthetically pleasing, and fun to play - the Snow was a nice touch as I have not yet seen it used in an FM - my only criticism on this would have been that the outside areas were larger - perhaps starting the mission in the grounds outside the building in oppose to being already in the tunnels would have made the mission feel less labirinthine and enclosed. But that is a small drawback on an otherwise brilliant mission. I am really looking forward to the next installment in the Wm. Steele series, Well done Gray!
  12. Springheel, I have found a bugged item in the 1.08 release of ToSL that you might want to take a look at as it breaks the level. The item is in a small room next to the elevator with two desks and an acolyte sat reading a book (the hooded guy complete with page turning animation). Directly to his left is a bookshelf - on top of this bookshelf is a scroll which can be picked up - the scroll itself has no text and when used locks up the users ability to frob or equip items - this means your stuck in the room and need to reload. Other than this the only other odd behaviours I have seen are NPC's walking around in circles near doors - although this behaviour may not be the level at fault but the AI itself. EDIT: Found another bug but only just remembered as it has happened to me yet again - managed to replicate this on two seperate run through's by accident. The room near the start containing the letter to pere's wife - it is possible to become stuck between the bed and the dresser against the wall - this happens when one is stood on the bed, then walks off while trying reach for items on the dresser. It is as if your character starts to fall - but cannot hit the floor due to colision boxes of the bed and dresser models. Bed may need moving ever so slightly away from the dresser.
  13. Ah great admittedly it was a rush playthrough to see the changes - will play again later and look for it
  14. Ahh - well in that case since playing the level since 1.8 I am really impressed with the changes I have seen - nice one Spring and Biker. The Sewers look really great Biker - I always thought that they looked a little square and rushed - a vast improvement A fairly minor complaint (if you can call it that), was the omission of the letter about the bottle of wine donated to the church (now replaced by letter to pere's wife), which says something like "there isn't enough genteel breeding between them to tell the difference between good wine and horse-piss". That always drew an immature chuckle from me t'will be missed!
  15. I love big Dark Mod Updates - My birthday is the 16th of October - So each birthday usually see's me getting some Dark-Mod related goodness with the anniversary of the mods release. Had a play around with 1.8 - so far the biggest discernible improvement has to be the performance - it seem's that the game's unshackling from Steam has given me a vast performance increase. I noticed a few graphical improvements which brought a smile - heat-haze over torches/fires was not something I remember from 1.7 and everything just looked prettier overall - and new sounds really makes the game feel more polished (no more D3 coke-can sounds for dropped candlesticks). I have noticed one bug which wasn't there in 1.7 - If I draw back an arrow and then 'Jump' - the arm's, arrow and bow model do not follow the camera and instead float on the spot where you jumped - they do dissapear when you release fire but it is a little immersion breaking. I am yet to play ToSL since the patch - but I can't wait to see how Bikerdude has improved it...
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