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Unwanted Guest

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Everything posted by Unwanted Guest

  1. Also what is tough about knocking out a spider, is what ganglia do you hit? They have numerous ones ("brains") , hitting the wrong one prob wont help. What is cool is some spiders manifest a "sham death", sudden hit or heavy vibration, they act as dead only to come back alive a few moments later. Watch your back! Nah, forget about knocking out spiders - it is silly!
  2. I HOPE the fighting level will not change!! I think it is absolutely perfect for the game! anything easier would make it artificial
  3. For me, I viewed them this way; crystals grow, and these particular crystals encapsulate and condense the enviroment they are around. Crystals that grow in water encapsulate water, fire crystals are rare because they cannot grow in the fire, or too far away from the fire (as they cannot capture the fire), they have to grow on a very fine boundry along a fire under the right conditons. Gas arrows are really expensive because they are made by people who not only manufacture knock out gas, but know how to grow crystal in their "knock out gas chamber" . But then again maybe sewer gas could be knock out gas, in which the crystals grow; being expensive still as someone has to go into the gas field and retrieve the crystals without passing out in the process...... M
  4. At times, you would be suddenly repelled by something smack into something else and take a casuality. To add my voice also, played all the games, and the hangtime does seem a little short - feel like a lead ballon in a circus! But besides that, what a great accomplishment overall to the mod!! M
  5. I like the difficulty in fighting, in fact, I dont think I ever won one except in the training mission. At best I hope to injure the guard enough that he may run ( do they even do that? like in T2 etc?) - but if I'm found, I am lucky to get away alive, and I think it should be like that. Me a theif going up against guards that probably conduct combat training/drilling on a daily basis - except for the Benny types of course. I found that playing T1, T2 fan missions were getting too easy - easy to outrun everyone, easy to do the guards in - so ghosting was the only way to make it more challanging. DarkMod is diff,......... guards are tougher = more exciting game. Can some guards be made to run faster than the thief?
  6. He like I would not not jump to any conclusions...."knows days" is in fact requries 2 more typing motions than "nowadays" Now who would make that effort to say something other than "nowadays"? m
  7. I consider the undead not having eyes( prob the first things to rot as they are mostly water) - be better if they sense you - a spark of life where none should be. They generally home in on this obtrusion into their world of a nothingness death... the closer they get to you the better they home in and the faster they move to their annoyance. And heck, I'm all for them being unkillable 'cause they are already.... well, you know. I'm for slowing them down by weapons that may stagger them for a sec, but not stopping them. Forget killin em, ..if I'm good enough of a theif, I can get away from anything........ m
  8. OK, oK, maybe it is just me, but I've stopped trying after 20 tries. Any hints? Thanks!
  9. It was just in fun!!! Great to imagine, and yea demegogue, I think the goggles for total immersion would be a lot better
  10. Darkmod Theif Wii !! Figure a theif wii could track sword/balckjack movements towards enemies -just like other wii games monitor - say, baseball bat swings.., A 360 deg treadmill -type pad that can tell if you are walking, running, turning, crouching,( you have to go down on one knee for the pad to register a 3 point-surface contact)*... shock wires so I can feel any blow given......on and on..... Of course being played facing a LARGE screen showing the thief enviroment. That's a 2nd dream I have. 1st one was already answered by having a working DM toolset! M * Hey, I bet i would do so much real running (away) , I'd lose a few pounds! - just fun thinking about it- & dont tell me this was already thought of...
  11. I wonder what ever happened with this effort? I tried climbing one of the trees in the training mission, and it worked, tough at times I bumped against a ceiling, when I jumped off I really jumped far!!! Whoa!
  12. Eventually we may have custom mapper options added to the difficulty menu. One of these could be "Show Static Doors". IMO, that would be awesome!! - greater flexibility when not too much effort to implement is a good thing A great example. We accept that normal looking drawers that don't highlight simply don't open, so why be bothered by doors that follow the same convention? Doors are/can be critical for the game in that one door can lead to the outside or another hallway, other rooms - the access of any ofwhich could be imperative to accomplish the game - Now it is true that one key in a chest is imperative for accomplishing the game but the problem is this.. ( and I think was mentioned already) How do you know if a non-highlighting door is a dummy door and should be completely ignored or is a essential dummy door that has to be opened by .a hidden switch - (somewhere!) being one of those little switches which can be in another room, a depressable floor tile, a torch that has to be swung or something else. Once activated, the door slides/swings open. The prob is.. a non-lighting dummy door just may not be a dummy door after all, and being wrong about that fact set you waay back. IMO m
  13. I have yet to play the game in order to address it. I can picture it maybe ....and something like that is more reasonable and understandable, I cannot remember the t2 mission it was ( I guess I would not name it anyway) but there was just waay too many fake doors. How many is too many? depends on the individual I know. ( Thanks for making that mission by the way - looking forward to it!). I still would consider kiltering a door. But sometimes you want players to path through a hallway, second floor building on a rooftop mission. Would be weird to climb through a window with only paintings on the wall and only a window and no doors I do see that and is understandable, I guess it is a all a case of reasonable door-placement ...... as opposed to door-decorations. m
  14. I never understood the un-openable door. I read above about decoration; and comments about unopenable doors on houses.... All houses have doors and it is recognized that authors cannot make every house door open into a room - at least - but houses are to have doors and windows, to help define them as such ....hallways do NOT necessarily need doors. If I hear a dog, I dont need to see it, many times in life I hear dogs without seeing them, but never came across a door that never could be opened... Instead of a dead door, put up paintings, make alcoves, benches, flags, something lying on the floor, etc to break up any monotony - but dont put doors that have no fucntion? What the heck is that?! - At times, I felt that the author (playing T1/2 missions) was saying HA HAH got you! when I spent quite a bit of time and effort getting to a fake door. It is downright misleading, as it is not as advertised. I can understand broken doors that look broken or maybe 1 or 2 that dont look broken but 2 would be tops. If one wants to break up the hallway "cube" put doors with metal crossbars across it, or wooden planks or set a-kilter so it looks jammed...there is a diff between breaking up the monotony and misleading someone. When life slows down enough (prob summer) I hope to be making at least one game, and without a doubt, In creating it, I will hang on a wall in a prominent hallway , within a clear glass frame, a life-size "painting" of a door. It's pretty much of the same thing as these un-openable doors Maybe I'll make a few ............. M
  15. Thank you Springheel for responding, yes that was it Which of course leads me to a question you can already guess.... Is there a way to have a single dedicated run key? Thanks! & Great Great Mod! Matt
  16. It is the run key actually, it was very late last night & tried so many things, not sure though if I tried the walk key. The run key DID work until I changed the key command. Any new key command does not work. I will have to veryify if the "walk" key still works. Thanks!
  17. Hi, My daughter and I were playing the intro mission, it is great ! Had a lot of fun, Halfway through I decided to change from the default run keys (cant remember shift & ?) Anyway, changed the key command to something else, went back to the game, could do everything but move forward. Tried resetting the command key to other other keyboard keys, but to no avail. I am stuck not moving forward. No matter what the key is I am not moving ahead. Any reason? How can this be fixed? Thanks! matt
  18. And from me a BIG THANK YOU! for your time, persistance, and dedication!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! And after all this work you all seem to still be mentally well off! THANKS AGAIN!! Unwanted
  19. Building a new computer. Was going to go with XP OS as that is what I am use to and happy with it. But a lot of people are suggesting I go with Vista, which then gives you a free upgrade to Win 7 OS. I heard either Vista or Win 7 may have problems playing games ( cant remember which OS) Any input? I will wait to order til I hear from you guys Thanks!! Matt
  20. I am really glad and impressed you guys stuck through all of it, for this length of time!! A while ago I noticed quite a "few" questions being asked as to WHEN was it going to be finished.. After seeing these questions, I thought, Man, how are they doing? A project of this size can create so many problems for member-member interaction, or even member-life interaction! Replies to my posting of your welfare said you were all doing well, and then I knew this would be finished and not left hanging Thank you so much for your effort& sacrifice!!!!!!!! What a team! I cant wait to start working on it & playing the fm's this is a dream come true, especially since the big let down (IMO) of T3. Incredibly exciting to see what will be made from DM by the thief community! Thanks again ( can never be said too much) m
  21. Style wise, I think most Theif players beleive the game is flawless, I am of that leaning - and I'm betting there will not be hardly any - if any- deviation of darkmod from the theif gaming style. I'm assuming that for hits taken, especially by a big sledgehammer, if you do nothing to block it, you will get X amount of injury, if you partially block it, you get say, X/2 injury(?), total block of the hit = ?/X . I would think that if you get swung at with a sledgehammer and you block it to the utmost, you still would get hurt. One good reason to always have a plan of escape. Are there multiple injury values depending on your level of block ( hit)?, I guess these are assignable Thanks! Matt
  22. Drop one "t" and I love it! Man, this is so exciting!!!!!, it will be better than Christmas ( gift-wise) when this comes out. Even after years of playing games devised with DM, I'll be at times mentally thanking you guys for it! What a lot of work & dedication!!!!!!! Once my time frees up (~ wintertime) , I am DEFINETELY going to making some of the games - my 15 year old daughter wants to build some too, so this will be a fun father-daughter project Just curious, and no need to be accurate, but what is your feeling as to how long it would take for someone with NO experience at all in making any kind of game whatsoever, to be pretty fluent with building a mission with DM? Is Benny a FM character or T2 character, was just wondering if he will make an appearance or if he is copyrighted or something...... Thanks
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