Jump to content
The Dark Mod Forums

ironpants

Member
  • Content Count

    16
  • Joined

  • Last visited

Community Reputation

1 Neutral

About ironpants

  • Rank
    Member
  1. In particular I think mercury arc rectifiers would aesthetically fit right in, with their glass bulbs which contain a glowing rain and pool of mercury: http://www.electricstuff.co.uk/mercarc.html
  2. I agree - particularly that AI need to be way more silent! AI barks are played too frequently and the relatively small selection of them exacerbates the problem. It's extremely jarring when a group of AI are alerted all at once because they just talk over each other in a bizarro cacophony of repetitive AI barks. It just wrecks suspension of disbelief. For the sake of immersion I heartily suggest lowering the chance and frequency of AI barks and restricting simultaneous talking. I think the voice acting is quite good and would be easier to appreciate without barkspam. Less is more, in this ca
  3. Glad to be wrong! Thanks for the debug commands, very interesting to see the mechanics in action. I see now that the control delay, my inexperience and the oddly static AI behavior contributed to my false impression. Probably should have tried the sword bit in the training mission before posting my thoughts, and stuck to the congratulations. I'm looking forward to the update even more now. I never meant to suggest that very late block failure should be random - it wasn't clear enough but I meant for the following sentences to clarify that the "chance" to fail is dependent on insufficient ext
  4. Everything in my post is from the perspective of the defender. Currently if I block the moment an attack begins, does it take less time for the blades to meet than if I successfully block at the latest possible moment? I have the opposite impression, am I wrong? Only very late blocks will collapse, because there isn't enough time to extend far enough before the blades meet. I'm showing TDM to all the programmers I know
  5. Thank you Broken Glass Studios! The Dark Mod keeps the true spirit of Thief alive and is clearly a labor of love. Outstanding work! I love the thoughtful improvements to lock picking, mantling, object handling, et al. Years ago, I posted the suggestion of directional sword blocking. At the time, everyone was still busy working on core mechanics and the response was a reasonable 'we can't commit to anything beyond the Thief method'. Imagine my surprise when I first drew my sword and realized what I could do! I firmly believe that the sword is integral as a self defense tool, allowing player
  6. I've fetched 32 bit versions of every library the dark mod complained about from .deb packages. These are: libIL.so.1 libtiff.so.4 libmng.so.1 liblcms.so.1 However, trying to launch the dark mod fails with the following output and locks up my twm session, forcing me to restart X: DOOM 1.3.1.1304 linux-x86 Jan 16 2007 21:58:02 found interface lo - loopback found interface eth0 - 192.168.1.101/255.255.255.0 ------ Initializing File System ------ Loaded pk4 /usr/local/games/doom3/base/game00.pk4 with checksum 0xf07eb555 Loaded pk4 /usr/local/games/doom3/base/game01.pk4 with checksum 0x51c6
  7. I guess it isn't well known: the distro is Arch Linux. Ahah! I will look for the ia32 version and report back. Thanks Tels, I can't believe I didn't see that!
  8. I'm having 32bit library woes in my 64bit Arch install. The FAQ solution of using getlibs only works in debian based distributions. There is no libdevil1c2 or libdevel1 package in the Arch repository. So I downloaded libdevil1_1.6.7-4_ia64.deb and extracted the contents, then placed libIL.so.1 in /usr/lib/ and hoped - however, the dark mod aborted as usual with this error: dlopen '/root/.doom3/thiefs_den/gamex86.so' failed: libIL.so.1: wrong ELF class: ELFCLASS64 Any ideas? I'm no Linux expert, so any help is appreciated. At this point, I'm thinking either an alternate lib, or hunting down
  9. Excellent work! I'm glad it runs in linux and intend to do so exclusively once my base arch install is set up a bit. From inception to present this is the most focused and highest quality mod I've ever seen. Congratulations to the team - you're creating a masterpiece.
  10. "Finally, he said, easy to use tools for players were growing in importance and in some cases had become as important as the gameplay itself." The move by the games industry to give players more tools, such as the much-anticipated Spore game by Sim City creator Will Wright, was like the trend towards user-generated content seen on the web, said Mr Entis. "It's an exploding area," he said. Ummmm, Quake was released in 1996. I have yet to experience an explosion of user generated content on par with what Quake ushered in, eleven years ago. Of course, I don't play depressingly boring shit l
  11. I applaud the option to drag bodies in addition to shouldering. I weigh 150lbs and am 5"10' - I can easily shoulder people who weigh more than me; the problem is getting very far. I have to go slow, or else my legs begin to give out. While I like the idea of a stamina system, having the player move slowly is a perfectly reasonable substitute. If I needed to mantle, I'd first unload the body up where I'm going, mantle up, then re-shoulder the body. However, carrying them up and down ladders does not seem realistic unless the character is very (firefighter level) strong. Granted, I'm a marti
  12. Portable mirrors are the best option for seeing around corners; scouting orbs are too Thief / Garret specific. I'm glad the team is considering it!
  13. Die By The Sword has a combat system that never gets old, and I heartily support a robust combat system in The Dark Mod - directional blocking, for example, creates a fun challenge when you need to get out of a sticky situation alive (rather than simply holding a 'block' button). I think a successful combat system emphasizes defense and keeping your guard up, which is appropriate for the situations our thief character would use the sword in (last ditch defense / escape tool). Mount & Blade is another excellent example of first person melee combat - http://www.taleworlds.com It has block
  14. I used the same applet when I played, at 1.5 visual / 2.0 sound. All the modifications helped, but that game is not replayable. OrbWeaver, I agree that the best door system would be Raven Shield's gradual mousewheel method. The variable lean (hold down ctrl, use mouse to lean) is also the best I've used.
  15. Yes, but you won't see a "45lbs" draw weight mark on a bow - it'll be "45#" I wasn't aware that # = lbs was so esoteric; any archer will certainly know what I was talking about.
×
×
  • Create New...