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Midnight

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Posts posted by Midnight

  1. Does it mean that id Tech 5 would not be an ideal for TDM, in theory?

    Again?

     

    idTech5 strikes me as id software's attempt to prove they can do outdoor environments better than anyone else after criticisms of past engines, so a different direction to TDM. The main problem (apart from idTech5 only being available for internal Bethesda projects for the foreseeable future) is that you'd need an army of dedicated artists to get anything like the quality you'll see from Rage, so it doesn't seem at all ideal for modders IMHO (specifically talking about the megatexture tech here).

  2. There's no up to date single TDM download that I can find (and torrent doesn't seem to offer up any seeds either). Do you have another computer with Windows / Linux that you could use to download the base package? If so then you could copy the contents of the darkmod folder across. I think you'd need another Mac specific package once that's done, but this is quite small so I could PM you with a link.

  3. Sorry, for some reason I thought you were getting the error when launching, not when running the updater.blush.gif You won't have the library in the darkmod folder because it's in one of the files that the updater downloads.

     

    Re-reading your original post it looks like it is indeed a dependency issue, the 'libstdc++.6.dylib' library is required by the updater program. My guess is if you use the 'file' command with this library it will say it is PPC architecture only. If that's the case then I don't know what to suggest. It might be possible to replace your standard C libs for UB versions, but since the C library is such a core part of the OS you'd want to be careful about doing this.

     

    The only safe way to do this would be to install the latest developer tools package from Apple (which I think includes all necessary libs), but I don't know if this would recognise you're on PowerPC and give you a different set of libraries to the ones I have (mine are Intel + PPC). The developer tools package is huge from what I remember, so I'll try find out more info first.

  4. Can I get any confirmation that TDM is a Intel only modification, while Doom 3 is for PPC & Intel?

    I was about to, but my copy of the TDM library says it's a Universal Binary (i.e. Intel + PPC rather than just Intel). The missing symbol mentioned in the error is in the library, my guess is there might be some other dependencies that are Intel only. I'll try do some more digging, but it would be best to wait for a confirmation / explanation from a developer.

     

    Out of curiosity, can you use the terminal to find out whether your library is also a Universal Binary? Open terminal and cd to the darkmod folder (e.g. "cd ~/Library/Application\ Support/Doom\ 3/darkmod/") then issue the command "file game.dylib".

  5. Power-Mac-G5:~

    I believe the problem is you're using a G5 PowerPC processor, and the MacOS version of TDM is compiled for the newer (2006 onwards) Intel processor Macs. I'm not sure that PowerPC would be supported as I doubt any of the developers have the relevant hardware to build on (correct me if I'm wrong) and it would possibly require code changes to support PowerPC architecture. Sorry. sad.gif

     

     

     

  6. I've had the problem a few times, where you walk around at like 45% to the left/right and your movement is also wonky.

    I've had this as well a couple times, but I think it's something completely different. I think it's the result of the mantle animation not completing 100%, so you end up in this weird 'drunk' mode. You can get out of it by noclipping then noclip again to fall the the ground. Sure would be cool if this mode could be enabled if you drink too many bottles of wine. laugh.gif

     

     

     

  7. I always liked the idea that the Inventors have a kind of warped quasi-theological or cultish ideology among the upper echelons, and maybe they have a clan of brainwashed thugs that do their darker bidding, and these masks would be the mark of that clan... but the relationship is never entirely clear. Something like that. Well, since they look like kind of gasmasks... Maybe they were originally the workers for the Inventors down in the gas chambers doing all sorts of sinister jobs, but a little of the gas's effect has had its toll & they've gone a bit mad, but they still have their uses...

    The cause of the plague quarter is already quite mysterious so it would seem fitting to also leave some mystery around who these men in masks are and how they came to acquire their unique appearance (this wouldn't preclude that they could be some Inventor offshoot, but I agree sometimes it's more interesting if you leave it to the player to come up with their own explanations to mysteries like this). I like the idea that there could be a link to gas chambers, some of them could use some kind of gas attack against foes to make them a formidable enemy (why is it that only the player gets to use gas as a weapon?), but clearly anything like this would need to be limited to a select few, maybe identified by a variation on the gas mask attachment.

     

    A google for "steampunk gas mask" brings up some interesting variations, though I prefer the worn leather look that Nosslak's mask has than the heavy brass look.

     

     

    A plague "faction" doesn't make a lot of sense to me. Some kind of "leper colony" idea might be feasible for a particular story or two, but it's not like people with dangerous contagious diseases would be allowed to wander freely around the city, mask or no.

    I imagine this faction would mostly be relegated to the plague quarter itself, with a few individuals or even a small band occasionally venturing outside the plague quarter to steal fresh untainted food. The rarity of encountering these AI in regular FMs would increase their 'fear factor' IMHO. Just throwing ideas about really, a whole new faction is obviously a huge deal that would need a lot of discussion before even considering whether it's worth it or not to introduce new AI.

  8. I'll repeat what others have said, this looks brilliant! I'd previously thought about a new faction type for the plague ward, "The Accursed" or "The Ashen Hordes" or something like that, but what I came up with was too similar to Zombies to make it worthwhile, but I think this mask would give this kind of faction a unique identity. Also, bird masks are scary as f**k, even more so if these characters had wheezy breathing and coughing vocals to go with them.

  9. The Lion statues and fish were missing for me, but other than that this was a stunning example of what's possible. The feeling I got from this was of a castle belonging to a 12th century knight during the times of the crusades. Please tell me that this is not going to remain "just a test map", I'd love to see this turned into a full FM someday.

  10. Please don't do this. huh.gif

     

    There's enough cool stuff in TDM for it to bring in new fans in its own right, I'm doubtful Eidos Montreal will allow FMs and they sure as hell won't be releasing their source code in the future. I'd like to think this approach is better than using a misleading ad campaign to attempt to ride on the coattails of T4.

  11. I don't have any problem with the blind time of flashbombs which serve well as a means of escape 75% of the time (any more and they'd be too powerful IMO).

    I've got flashbombs mapped to the 'G' key, and the use key is 'Tab', so even in those emergency situations I never fumble when dropping a flashbomb. My one gripe is that sometimes I get stunned by my own flashbomb if I look upwards at the same time (surely this should protect me from the flash?).

  12. Nice map Glyph Seeker, it could really benefit from being overlaid onto an 'aged parchment' to give it that authentic feeling.

     

    Don't forget, even real world maps contradict each other and aren't always to scale (especially old maps), so FM maps could have quite a bit of variety I feel.

  13. Having worked as a walking guard for years

    A guard by day, thief by night? Talk about inner conflict!

    Will we one day see a Komag FM called "A Guard's Life" (with static patrols)? biggrin.gif

     

    This talk about 'static' patrols reminds me of everyday behaviour of humans and how we tend to have very little variety in our movements on a day to day basis. There are any number of reasons why we might settle on a particular route such as interesting scenery, shortest path, points of interest and combinations of these.

     

    I remember a couple years back a telecom company revealed anonymous user data from mobile phones showing how most people visit the same few places every day, and take the same route to those places. Knowing this, I now sometimes introduce random diversions into my routes to appear less predictable to the eye in the sky. laugh.gif

  14. For this reason I'm against re-lighting torches too.

    Even on higher difficulties? I'd vote for static on easy with some dynamic patrols and torch relighting on the harder difficulties.

     

    The trick is to make careful decisions about where these features should be used. Hardest difficulty will often include an objective not to knock anyone out or maybe have a limit to the number of KOs, so things are already much more difficult for the player.

  15. Liking the latest screen. I'm a little late to this party, but regarding your previous screen:

     

    8206954.png

     

     

    I don't know if much has changed in this area, but the scene would look better if the torch in the archway on the right was removed completely to create a darker area. This would increase the contrast with the well lit street area behind it, and the darkness would also make that pathway a more appealing choice for a thief.

     

     

  16. ...you always wonder if they do it on purpose because they didn't think of the concept themselves, so they just come and spoil it for everyone else.

    That's a bit harsh, and obviously not what's going on here. It's already been said, but I agree that it seems largely futile to try and recreate the Thief games in a newer engine for nostalgic reasons. If you've already played and loved Thief TDP and TMA then you can still play them now (try Tafferpatcher maybe?) and you'll still enjoy them.

     

    The only reason why an older game might warrant being ported to a newer engine is if you want to attract new players who've never experienced the originals and might be put off by the older graphics. Purely from a mapping point of view this task would be immense. Many of the original levels had areas or rooms that were fairly bland, but they worked because of the engine. A more capable engine such as D3 demands more detail, you simply couldn't get away with recreating Thief in a modern engine without also investing a significant amount of time on re-designing each level.

     

    To pull this off you'd need an army of mappers, but I think most TDM mappers would rather explore a new universe and create their own stories.

  17. Sounds much better than just being like a regular rope arrow,I look forward to seeing these in action.

     

    Something that i liked from TDS was moss arrows that temporarily cause a guard to choke and cough when fired in their face.

    A similar weapon behaviour occurred to me as a possible alternative function of vine arrows, fire one at an AI to cause them to be immobilised for a short time by a mass of quickly growing vine tendrils.

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