Jump to content
The Dark Mod Forums

Bukary

Member
  • Posts

    271
  • Joined

  • Last visited

Posts posted by Bukary

  1. In any case, that's our decision and we're sticking to it.

    Of course. I just hope you did not throw everything you had (models, animations) into the wastebin. It would be great to have a possibility to use those in fanmissions. I hated flares ('invisible' on the screen) and loved e.g. vampyre blade from CL ('visible' light source).

     

    And yes, it's all about 'looking good/cool' in this case. I don't see much problems with the lantern on the screen (it should disappear once the player throws his/her weapon out, climbs the ladder etc.). And it does look good. ;)

     

    I understand that carrying some lamp on the belt is reasonable/realistic. But I do not like HUD elements that need to have some story behind and player has to figure it out (or not). ("Where has this lamp gone? Oh, it must be somewhere on my belt"). While playing Thief's Den I had no idea that the lamp is on my belt. Perhaps I am a moron.

     

    The most realistic is not always equal to the most immersive/intersting/fun. I would love to play some horror mission with Hexen style lamp. Walking in the cementary with such lamp is much more stylish/immersive/stirring that walking with some circle of light below my feet. It would also add to the mission's difficulty. I don't think that Doom flashlight example is appropriate here. Thief is not Doom. The player does not have to walk with some light source all the time (for the purpose of aiming). If you want to see what's in that dark corner, hide your weapon. It might be more interesting than: press L for constant light and see what's in that dark corner.

     

    Obviously, you're not going to change your decision. I guess you already had this hand lantern functional. Ideally, toolset user could make a choice for his/her particular needs: portable lantern or lantern at the belt. The toolset is all about choice, right? I just hope you will give us the choice. :)

     

    Anyway, thanks for explaining this to me.

  2. Seriously though...this is in no way a full sized lamp like you see in the Hexen video...it's small, and fits neatly onto the players belt.

    I understand. :) The model I was picking up in Thief's Den did not look like some belt lamp (too big). That's the source of confusion.

     

    I still think it seems odd to carry such 'invisible' light source. I just need to get used to it. ;) Perhaps some light icon (when lamp is lit) at the bottom of the screen would do the job (I know, I know, you're HUD minimalist). :)

  3. I like this new, portable source of light in Thief's Den - the lamp. It just seems rather odd that the player does not see the source of this light on the screen and can manipulate other large objects while holding the lamp.

     

    I don't know if you considered introducing some cool 'hand with lamp' animation a la Hexen: Edge of Chaos... It could be great (2:30):

     

    http://www.youtube.com/watch?v=6fNbUBNWUAc

  4. We can also do what is very well done in TF2 (Team Fortress 2). Actually have a street leaving from behind a gate that looks like world terrain but is simply skybox terrain.

    Is there any advantage of placing such brushes (buildings) inside the skybox instead of making another street (cube with buildings) behind the gate? Performance?

  5. But with Darkmod we have one VERY valuable resource T2 did not have.

    [...]

    The cool thing is that you can texture the close buildings with normal tex, building further back you can do in black for a siloette. That can add an immense level of depth that couldn't be had in T2. They had some really simple building siloettes painted on a texture.

     

    Simple siloettes? Are you sure? ;)

     

    cityscape1.jpg

     

    cityscape2.jpg

  6. As far as the city. Don't think of it as much inthe terms as a large city, but more like a series of hallways. The outermost of which just have 'city' painted on the walls.

    That's the most common advice you will hear, HappyCheeze. And probably the wisest advice.

     

    What's interesting? The biggest and most impressive city in the history of thiefy missions was NOT built that way. Just open Purah's "Midnight in Murkbell" in DromEd. You will see 4 (if I remember correctly) giant cubes (with 4 giant cones as floors) filled with buildings.

     

    Would it be possible to build that way in DarkRadiant? I don't know. Perhaps someone here will tell you. Would it be possible to build Murkbell with the use of 'hallways technique'? I also don't know. But these giant cones and cubes allowed Purah to create [a] very interesting and beautiful places, some GREAT views from the roofs (do you remember cathedral seen from the other side of the canal?) [c] and get rid of this 'it's just a series of hallways' feeling that you might experience while playing many city FMs.

     

    cl8.jpg

     

    calendraslegacy218.gif

     

    calendraslegacy210.gif

     

    calendraslegacy216.gif

     

    Perhaps it is possible to create some large cube and fill it carefully with solid brushes and visportals. The problem is how to block views in a way that makes the player think he/she can look everywhere and see some huge portions of terrain from the roofs. City enclosed from above (without 'thief's highway') might be boring.

     

    A good tutorial is definitely needed. Good luck and thanks in advance, jdude!

  7. Let me use this topic to say "Hi!" again. I am also NOT dead. ;)

     

    I've lost my beta mapper status and forgotten most of the things I learned about DoomEd, but I am willing to try DarkRadiant and make some use of my editing skills again. Perhaps I will be able to get access to all those 'thiefy' goods that you've created for the last two years.

     

    Thanks to everyone from DM team for great work! God bless A-Z tutorials! ;)

  8. I set Dark Radiant to use "thiefs_den" as the mode name. I was able to use Thief's Den assets while working through Fidcal's tutorial... until I reached 'Dmap: Compiling the Mission' section on the first page.

     

    How do I compile my map (with Thief's Den resources) without Dark Mod?

     

    I saved my map in doom3\thiefs_den\maps\tut.

     

    I entered Doom3 console and used "dmap my_mape_name", "dmap thiefs_den/my_mape_name" and "dmap thiefs_den/maps/tut/my_mape_name" with no result.

     

    I tried to copy my map to default Doom3 maps folder (doom3\base\maps) and use "dmap" command in the console, but I received warnings about some files (textures) missing/not loaded. When I entered my map via Doom3 console all the surfaces were, obviously, black (textures not loaded).

     

    I even copied the whole Thief's Den folder to doom3\base\maps\thiefs_den and tried to compile my map, but Dark Mod assets were still not loaded. :(

     

    (Sorry for such questions. I am probably missing something obvious.)

  9. So I should rename thiefs_den to darkmod, then unpack PK4 with Thief's Den .MAP file, and then copy .MAP file to maps folder in doom3\darkmod, right?

     

    I did this and there's still lots of SHADER NOT FOUND textures when I load Thief's Den map in DR. (I guess these are not textures per se, but some water/rain effects. Am I right?)

     

    (Uuuu, it's not pleasant to be noob again!) :(

  10. Hi!

     

    I am trying to get DR running and load some Thief's Den assets. How do I set up all my folders within Doom 3 directory?

     

    I installed Doom 3, patched it, installed Thief's Den and DarkRadiant. What folders should I create in Doom directory? Folder darkmod\maps? I unpacked thiefs_den.map into such folder and loaded it sucesfully in DR. Unfortunately, all I see are SHADER NOT FOUND placeholder textures.

     

    Where should I put files from Thief's Den folder in order to use them in DR? How do I properly load Thief's Den in DarkRadiant?

     

    I don't have TDM. During setup DarkRadiant asks for fs_mod name (darkmod). Should I create such folder/leave that name?

     

    In short, what should I do if I want to load Thief's Den with assets in DarkRadiant (assuming that I do not have access to The Dark Mod)?

  11. Hi again!

     

    I am thinking about getting back to DM editing. Finally. Therefore I need to buy Doom 3 as I don't have my previous copy.

     

    In my country I can only buy localised (Polish) version of Doom 3. Will it work with DarkRadiant and DoomRadiant?

  12. I found Shivering Isles to be much more interesting and immersive than Oblivion itself.

     

    It's beautiful (I love Crucible), consistent (one big quest), funny (Sheogorath!) and... similar to Morrowind (Dementia landscapes). ;)

  13. Top 5:

     

    Thief 2 (not only the game, but most of all Calendra's Legacy)

    Thief 1

    TDS

    System Shock 2

    The Legacy (old Microprose's game)

     

    Other great games:

    Undying

    Half-Life

    System Shock

    Morrowind

     

    Hmmm... No new games. Am I getting older?

  14. Just in case you missed the other reply Bukary mate.

    We probably shouldn't start TDS versus T1/2 discussion here, but yes, you hit the nail on the head: the level design in TDP and TMA was far more open, a lot larger, and there were more different ways to complete a mission. Some people also despite TDS artistic direction ("cartoonish" gadgets, persons, animations and textures, dull colour palette etc.), yet I found it quite interesting...

×
×
  • Create New...