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Nico A.

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Everything posted by Nico A.

  1. Woohoo! Am looking forward to it ^.^
  2. I think the AI searching behavior could be a little bit better: when they search me, I would expect they would go into unlit areas rather than stay in the well illuminated ones. I don't know if this was mentioned before.
  3. I was about to also tell about this. It is on the table in the little recess at the north side of the bar. I finished this mission in 1 hour on easy, missing 500 to all the loot. Not quite a master thief yet I guess. xD I really enjoyed it. I can go with some more modular building if that means a higher frequency of mission releases.
  4. Finally a new mission! I feel like it's getting less and less. I only checked it out a little bit (will finish tomorrow), but I really like it! Compared to your other missions I enjoy not having to read too much before starting the mission - it's nice and simple. I like it that way. Yes I'm completely lazy. And the sewer section seems kinda familiar. As for the build time - for me it would be interesting to know how long it's actually been since starting the mission - in your case 5 months - but not for this mission specifically, but for every mapper. That would give a more realistic estimate how soon the community can expect a new mission to be released.
  5. Okay, I guess I will keep doing it that way then. Thanks!
  6. I have z-fighting with normal decal textures... is this normal? All I do is create a decal patch from the menu, then select it and choose a texture from darkmod --> decals. The z-fighting is ingame, in Dark Radiant it looks fine. edit: It makes a difference what texture I use. dirt_001_crumb_vthin doesn't work (I didn't test the other dirt_001's)
  7. Thanks for your answers on this grab-from-far-away-problem. I didn't check it out thoroughly yet, but hopefully it works. Another (hopefully simple) question: You can I make a switch starting in an off position instead of on? Well that didn't work. Would have been to easy I presume
  8. Frobbox size is now 0.2 (before it was 1 with no noticable difference), but still I can grab the key from below. The picture illustrates the problem, with an AI to scale; it just doesn't seem right that you can grab the key from all the way down. ...at this point I'd really like to show a picture, but I just keep getting It would be nice to know which image extensions are allowed. I tried several. The playerclip didn't change anything also.
  9. Another problem... if something grabable, i.e. a key, lies high on a brush functioning as a shelf, I can grab it when I'm far away. So it seems I'm reaching through that shelf brush. How can the brush actually block my grabbing?
  10. Okay, thanks. I figured that but hoped there was a simpler, one-click way.
  11. Is there an easy way to make cylindrical brushes? I want to make a cylindrical swimmable water entity, but that doesn't seem to work with patches.
  12. Seems to work quite nicely, thanks. I did however set the trigger_hurt's delay to an incredibly high number, otherwise the player would just get hurt over and over, but I only wanted a one time hurt event.
  13. Is there an easy way to not immediately start damaging the player when he touches a trigger, but to wait for a few seconds?
  14. Okay, got it. Stupid mistake in my minimal map (put the argument "trigger" instead of "target"...). In the real map it worked after deleting the speaker and trigger and creating them anew.
  15. Well, normally there should also be an arrow from the trigger to the speaker in this case, right? In one map, there is no arrow, in the other the arrow points from the speaker to somewhere in infinity. I tried with various sounds, none of which works.
  16. I want a speaker to play when the player moves into a trigger entity. But I doesn't get the sound to play. I did: a speakera brush, and then made it an trigger_once entityset s_waitfortrigger to 1 for the speakertarget the speaker in the settings of the trigger_once entity.What am I missing?
  17. I completed this mission finally. Took me over four hours on the easiest. Please no comment on my playing skills. I also won't disclose my stealth score. It took me like forever to find all the loot, and finding the incriminating evidence took also really long. I kinda knew where to find it, but I didn't look closely enough, so I just went all the way back to find enough loot first. Incredible atmosphere, extremely good use of all the gameplay elements of TDM that are available. Again, this at last really brings back the feelings that I had when I first played TDP. Are the other missions of the campaign on the way? If yes, here's my suggestion: Release the campaign as a standalone game. Get people interested. If they are, they can check out TDM and mod themselves.
  18. I've come here after a long time and are about to make some resolutions what I want to achieve this year. Complete a mission (my first, actually) which I started under the mentorship of Airship Ballet. I think she might be super mad when I come around and say I want to continue working on it after all this time of no information. I don't know why she would be mad since she was super nice and understanding so far. But a normal human probably would. And since it's the first map I don't expect it to look super great, but I do want a medium sized mission and you having some fun playing it when it's done. So I think that's the main thing this year. Also...Do something about the menu issue. I probably need to learn some new programming languages on the way. I don't know where to start und if I can do it or at least contribute something, but leaving it as it is is not really an option at this point.If I gain some map experience from my first mission, I kind of want to do some youtube videos about how to map (probably talking in german with english subtitles). But I want it to be idiot proof for complete noobies. I didn't check if there's a similar project already, but I'm kinda unsatisfied with the currently available tutorials on Dark Radiant.So I don't know when I want to do all this and probably I won't have time for all that. Maybe the first point, that would be cool. Also this year sees the completion (and beginning) of my master thesis, achieving something with my newly founded rock band, as well as all the other little stuff. Let's see...
  19. Agree whole-heartedly to every point in this list.
  20. +1. Please do this if this is somehow possible. Even if the mission cannot be loaded completely, I think that would quick up things a lot.
  21. That is so awesome. Damn, I still didn't understand a percent of what you're saying, but all my fingers crossed for you. Please keep up this great work.
  22. Congratulations everyone who worked on this and finally got this done. When reading the news feed on the campaign months ago, I almost got a burn out myself.. This must have been an awful lot of work. Really great to finally play this, and it really seems to keep all the promises. I hardly started playing the mission, but I already want to leave some thoughts on this mission because otherwise I would probably forget what I want to say. The intro video reminded me just how much cooler it is to watch a video than to click through 9 pages of mission text before starting the mission. I hope as many map makers as possible decide to do an intro video. The video itself was really great. I only found the quotation in the beginning (the content was really really good!) did look a bit plain and at the same time too colorful to me. A little bit more artistic and dark would be perfect in my taste. The narrator could have had a lower voice, but the way he narrated was great. The loading screen was exceptionally good. I can't describe why, it just created a really good atmosphere and I looked totally forward to the loading bar getting fuller and fuller. It also showed me that a good loading screen is really important for getting you into the mood. As I said, I hardly played it yet, but so far it seems you really took inspiration from the first two Thief games, which I love. The introduction character (the protagonist talking and giving tips to the player) of this mission is far better than the first mission of Thief II. Do you even color the map with the current position? I only checked it once, but it looked like there are blue and yellow areas, just like the in TDP and TMA. If so, I love it. (Otherwise... also great map. ). Also introducing new elements, like the loose stair steps, was really good, as were the voices of the characters. It also seems to me like recording distinct voice samples for a mission is crucial for getting you into the mood of the map. As for the performance, there was some slowing at times with my 6-year old 600€ laptop, but nothing that would have bothered me much. So far, I'll continue playing Another thing... it really motivates me to start working on my map again after a long time. Even though I'm nooby, but I don't expect it'll look nearly like this. Still, it's inspiring.
  23. Quick question - how do I edit a scroll so that there is something drawn onto it, not just text? I mean like a map that the player owns at the start.
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