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Tkd

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Everything posted by Tkd

  1. Yea I'm sure its a case of trying more missions. In The North has already shown me that there are some people you just can't whack Don't worry none taken. I'm aware I could change my play style and I really should try it. But I'm not one for role-playing. What I really enjoy is playing effectively within the confines of the game. And unfortunately whacking everything that moves is the most effective way. If I eventually manage to write it no-one else will have to play it. I just want to change things for my own personal taste.
  2. Well I'll be! I was reading a few posts about how TDM was on the easy side and was inclined to agree. I've only played three missions but the way I've always played is to just blackjack everyone and pile up the bodies. TDM has been no different. My suggestion was going to be an option where helmeted guards were immune to it and then randomizing helmetted gaurds in the map. I hadn't realized helmets already have an effect! I must just be lucky to always get the sweet spot. Still I would enjoy having to approach missions differently. Would be really nice if guards could regain consciousness on higher difficulty. But I understand that would bring huge problems in pathing and animation. Still, i might look into it as a project at some point.
  3. That's exactly what I wanted to see! Looks like they are already quite far through the project. From the looks of things they have most of the mapping out the way and coders are being directed to helping with TDM in general so for now I'll be keeping an eye on it but avoiding spoilers for the eventual release. Looks like it's going to be a beauty! I'm more familiar with the term culling volumes as I recall they were termed in the UT series. But I see that they appear to work the same way. I didn't play with optimization in idTech or Source, at least not anything I can remember. But I did practice it extensively in UEd. I'm sure the skills will transfer well. One thing that concerns me is how the engine copes with large outdoor areas. Doom3 is obviously all about tight corridors and rooms with little need to render large amounts of geometry at once. Like I said I've only played around with the tutorial and St Lucia so I've not seen any large areas yet. The original 2 Thief games had some considerably large maps where you could get a high vantage point and survey your surroundings. Just how far can the modified TDM engine be pushed while maintaining framerate? Any good missions you would recommend which give a sense of scale?
  4. First of all fantastic work from everyone involved! Like many others I've been following the new Thief development closely and have grown more and more wary. I guess despair is how I could best describe my feelings towards it at this stage. It was with great relief that I recently read about TDM 2.0, and watched the excellent video, instantly sent me hunting for the download location. I'm pleased to say I was not disappointed! Setting, atmosphere, gameplay, it's all there intact and some aspects even improved! More than I could hope for. And all from an open source community project. I am humbled that I've been given the opportunity to experience Thief the way I want to play it. How I remember it. Thank you. I've played through the tutorial and St Lucia and felt the need to post. All your hard work, and that goes to everyone who has contributed anything at all, is deserving of a thank you from all Thief fans. I plan to help in any way I can. I have mapping experience way back from Half Life and CS. And a lot in UT. I also played around with Radiant many moons ago. I have a lot of coding experience too. So once I've played through some more maps I will turn my attention first to mapping. Then most likely try and help out with bug hunting to wet my appetite. Finally as a new player the one thing that disappointed me is that there is no campaign. I heard "70 missions" and instantly pictured a huge sprawling story arc. A little naive yes. I know this is a lot of work and I'm sure there is someone, or a team working on it and perhaps has been for some time. Could someone fill me in on if this is a future goal or in progress? Has there been an attempt by writers to hash out a story, and assign mappers to various stages? The community here seems healthy and I'm sure will continue to grow over time. If this hasn't been done yet would it be realistic to start now?
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