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bob_arctor

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Everything posted by bob_arctor

  1. Which one was Ominous Bequest? A mansion with a magic basement? That one? I really liked Lord Edmunds (?) which was a Christmas mission. I never completed it, it had a puzzle I couldn't be arsed with, but I explored everything and stealthed it past all the AI (those two elements are why I play Thief FMs pretty much, see the sights.). I was just an amazing looking mission, loads of detail, snow, hazey lamps, and they got the old TII engine to come up with some lovely lighting with mixed warm colours.
  2. Hmm I haven't had much corruption yet in my current map... I don't think... I haven't BSPed it in ages. It's pretty screwed in places when I load it into D3ed (patches move 90° for no reason), but that's probably because it's mostly done in DR. Even a small manor house though takes AGES. Been mapping this morning, it's just depressing realising how much work there is. You do the brush layout, then you have to set up all the lighting, all the models, all the doors. Then you put in the loot and AI. So it's not massively hard. It's just time consuming, and you have to really think and get inspiration to keep going, which can be frustrating when you haven't got that many resources like in TDM at the moment. Then you playtest and it's bugged . Hopefully not. I'd say DR is a lot more stable than D3ed.
  3. My point with the melee combat is that in FPS it's hard to know how bad a hit was, which is what spar said. As for shock: Urrm, if you are in shock so much that your vision is fading you better lie down on the floor with your legs in the air, and wait for an ambulance so you can go to hospital, might wanna get a blood transfusion... But in TDM if you are in shock you're screwed. Shock means you can't think right as well, you get confused and dopey. So Oddity in your system if you bled enough to get shock symptoms you'd probably just stop, or fall over, and then a guard would find you if you didn't just end the mission there. That'd be quite immersive though. Just on the ground, waiting for a guard to come and kick you to death. That'd teach you for getting hurt!
  4. oDDity if you have a system that complex with melee I doubt it would end up functionally different to a random chance, as with the confines of non-body awareness 2D FPS view you won't know what got hit or how. Random chance makes more sense from a work point of view, and most players couldn't tell the difference. Which is why STALKER's A-life isn't great, if it was randomly done in a simple way I couldn't tell. It might be in fact. And maybe other minor blows could give a temporary effect (COD2) then you recover, to simulate the initial sharp pain of bruising or soft tissue damage, which fades. (ignoring the dull ache after) Bleeding... meh. If you are bleeding bad enough to cause shock how much are you going to be able to do anyway? Survival isn't guarenteed. No sterilisation, tourniquets often lead to necrosis and amputation as most are done badly, no anaesthetic so stitching is going to be hard... You need morphine antiseptic sterilisation and blood transfusions for guarenteed survival. Not worth it. You'd fail the mission anyway through incapacitation or being slow or stationary for ages, or just die later from infection, better to avoid that side altogether. KISS. Don't bother simulating everything in massive detail for negligible effect on the player. With your logic it'd be better to model each footstep and clip each foot in FPS games...
  5. So what you're saying is have upon being hit or taking damage from a fall a probability from 0 to 1 (0 = glancing, or a fall of 2 metres) to 1 (hit by a fire arrow, fell 100 metres) and then either living or dying, a binary system?
  6. Of course thief missions happen in large houses! Dur! What the hell was Baffords then? But yeah real life burgularies happen when some guy needs money for his next fix, spots someone with a nice telly in their sitting room, breaks in with a crowbar, runs through the house making a massive mess looking for stuff, runs out. There are no guards. The inhabitants, if they are there, are scared so do nothing, or get a weapon out and go a bit mental. That would be awesome. Really fun. A simulation of reality.
  7. Really all games should do it. It isn't hard in the D3 engine obviously. Probably no other games have such genius programmers working on the code though .
  8. Oblivion is high poly? Really? Those faces better not be, they all look like they have mumps. Or is that in a backstory book, the great mump infections?
  9. Hmm can't remember it even though I completed it. But I completed it on... thief? May be different. And it was ages ago.
  10. Blueroom trickery Schatten? What do you mean, trying to remember Inverted Manse, can't think what you mean. I find with a lot of FMs there are annoying puzzles and stuff, whereas I prefer great architecture and good old fashioned thieving. Not arsing about with mystic puzzles or running around a house waiting for the next scripted event to happen like it's a bloody SCUMM game. So I don't get on with a lot of top FMs, or if I do I get bored once I've done it, and just leave the puzzle and tick it off my list.
  11. And what's more we can have cinema! Anyone going for the ultimate in steampunk could do a video to be displayed on a texture in an FM based on the digital clockwork cinema in The Difference Engine.
  12. But then in TII there's lots more gas and electricity and stuff isn't there. And even in the Old Quarter of TG there were electric lights, about hip height, that were blatently modern and didn't fit in at all. Personally when I do houses or nice buildings in TDM I put in gas or electric lights: the torches look out of place outside of the servants' quarters or kitchens.
  13. LotR is too long basically. That is all. And I think it's best if FMs just leave the stuff in English. It just sounds better, and keeps it consistant instead of every FM writer inventing the calender, or having to find the "official calender"
  14. I was moving some parapets about, set with the brick006 trim texture, but moving them keeps the textures constant relative to the map but moves them relative to the brush, if you get me. This isn't helpful in this situation. How do I change this?
  15. Cool I deleted the infs and the map is fine!
  16. http://www.filefactory.com/file/5d57ba/ Okay, hopefully that pk4 is right.
  17. I saved in DR, and now when I open the map in DR it's a blank, and in D3ed... Any idea what's wrong? The last thing I did in DR was add a end cap patch to a window and invert capped it.
  18. Looks dark and grim. Are you going to have transparent windows with the glass texture, or texture them with TDM stuff?
  19. You probably haven't set up Darkradiant with the D3 resources. To be honest I'd start off with D3ed as it's complete and you won't get stuck on hurdles that exist as DR isn't finished. D3ed is run by shortcut with the target: C:\doom3\DOOM3.exe +editor [+set fs_game darkmod]* *Sorry that's for when you have the darkmod itself. Ignore that bit.
  20. Wow, that's annoying. It took me a whole summer to learn how to map, and I'm still at about the same or slightly lower level that you. But welcome aboard, the more active beta mappers the better. Feel free to post questions and stuff in the level designer's forum.
  21. Another one! Basically the difference is you can see into dark corners and navigate, whereas before it was complete black.
  22. Imageshack is being really crap at the moment, I can only get the one pic up.
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