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New Horizon

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Everything posted by New Horizon

  1. Darkradiant just keeps getting better and better! Amazing work. Thanks Greebo!
  2. The simple answer is that Windows XP is not officially supported anymore and beyond us actually supporting it in terms of trouble shooting, the compiler does not use Windows XP compiler flags anymore.
  3. Not necessarily. The core mod is designed to be more challenging to experienced players who found Thief too easy. If a Thief player comes into it, who did not try to ghost missions or ran around blackjacking everyone, expecting the TDM AI to behave in the same manner without lowering the AI hearing and visual accuity, then that's a legit question. I work in QA for a development studio...if you don't ask those questions, you can't possibly begin to evaluate whether or not there is indeed an issue. The settings are there to allow players to tailor the AI behaviour so they can play in a way closer to their expectations.
  4. I believe I suggested the hearing settings back then too.
  5. I only mention those settings because they do indeed make blackjacking more beginner friendly and the entire game in general. The default settings are definitely geared toward players who want a tougher go at it but it would likely be beneficial to give more attention to the specific settings that can bring the experience closer to classic Thief.
  6. If you go into Settings / Gameplay / Difficulty, what are your AI Vision and AI Hearing set to? I think a lot of people don't realize that these can be adjusted to help approximate the behaviour in Thief.
  7. My suggestion would be to implement something between the two. Test it and see if people complain or hate it. I think the rules we laid out during development were good on paper but in practice ended up being a turn off for a lot of players. I have never had an issue with it personally but I know how it works and expanded one some of the code when I was doing some tweaking a few years back to make it more forgiving. So yeah, go with some of the suggestions here to find a happy place between TDM and Thief and let people test it. There's no harm in that.
  8. From my recollection it was less an issue of people aiming low and more an issue of them getting too close to the AI and the collision for the blackjack ending up in front of the head cone projecting behind the AI. I had tweaked it a few years back to be pretty forgiving by making the cone larger but unfortunately due to the way the collision worked with the animation, it did have the limitation where it could fail you players got too close.
  9. You need to compile the map from the ingame console ctrl alt ~ You'll have to then use the console to navigate to the folder you saved the map. type dir and the folder path Then type dmap nameofyourmap.map Then if everything compiled, type map nameofyourmap.map My next best advice is to go to the help section in the editor and read through the online tutorials.
  10. Hmmm, it doesn't feel quite right. Intuitively, it feels like it should raise when looking at the base of the neck...or at least be a bit more forgiving in terms of where the player can look / strike to achieve the knockout. Are there settings to achieve that?
  11. Ok, seems to be working now and yeah it's lower than I would have expected. So I haven't read all of the posts in regards to the development of this but if I understand this new system isn't using the old collision method but rather a type of line of sight trace? Is that correct?
  12. Hmmm, followed the directions and checked to make sure the blackjack raise was enabled but I don't seem to be getting any type of blackjack raising animation. Also, when I swing the blackjack it has no effect at all on the AI. Not sure what's up.
  13. When is the next dev build coming? I'm really in no hurry myself.
  14. I'll wait until it's available in the next dev build.
  15. How can I test these changes? Can this be updated using the tdm installer? I don't have svn installed anymore. The latest 2.11 build available in the installer is dev16599-10071.
  16. Yeah, it's not a rigid type of thing. There is a cone that extends outward from the back of the AI. It fans out wide enough to offer some allowance for error, which makes it possible to come from the side somewhat.
  17. It's really not that complicated: No helmet: The AI can be blackjacked from any direction when not alert, upon alert only from behind. Helmets: Only from behind until alerted and after alert can not be blackjacked
  18. I wish it wasn't a speed run. lol It was really difficult to appreciate any of the level design and texture work. Can the footsteps be more randomized? They seemed to be on quite the noticeable loop. What I could see looked really good though! Hope to see something a bit more leisurely in the future.
  19. If I recall that wasn't a default option in T1 / 2, but was something you could enable in the menu if you so chose. It would be a good idea to have it. As for the subtle frob fading in and out displayed in the gif above, I and a few others suggested that over the years. I personally think it's something that would work beautifully in both light and dark areas since the slow pulse is going to draw your eye in.
  20. Interesting, Deadly Shadows used a modified version of Unreal 2. I wonder if some of that Unreal Source code could be useful in digging deeper into modding Deadly shadows.
  21. Hello folks, I did this run last year and raised around 650 dollars. Hoping I can top that this year. Today all donations are being matched by a corporate sponsor, so if you donate 20 dollars it will actually count as 40 dollars. Truly appreciate any help, --------------------------------------------------------------------------------- This month, I am attempting to run 75 KM in The Million Reasons Run for the health of every kid in Canada! And today is DOUBLE YOUR DONATIONS DAY, a day where ALL donations will be matched up to $500,000! Sponsor me today and your donation will be MATCHED! I am currently nursing an injured tendon in my ankle but am still managing to ease my way through 3km a run. I may not hit my 75km goal this month but I will definitely do my best!! https://www.millionreasons.run/fundraisers/timgormley
  22. That sounds awesome. Sounds like you've covered the bases. I'll leave it to the coders to instruct on how to share your patch.
  23. Oh yes, very different but they did pay a great deal of attention to the originals. I have to give them a lot more credit than just being a fluke. I think the production leads were in the right headspace and they did a good job guiding their team away from the 'on rails' point A to point B mindset . There are interviews where they discuss teaching the level designers to create things that might never be seen by most players. I think the Deus Ex team were a good crew. The interviews with the Thief team were constantly heartbreaking...it was clear they didn't get Thief as a concept and really the proof is in the final product.
  24. No, they were different teams. The Deus Ex team decided to take and 'old school' approach to developing their game. I read an interview where designers would question designing maps with areas the player might never see and the team leads had to explain that this was how the older games did it and that it made the players feel like they discovered something on their own. Paraphrasing but that's the general idea. The designers were of the mindset that the map lead the player from point A to B. The team making Thief 2014 took the opposite approach and repeated all the same mistakes of Thief Deadly Shadows, only worse in my opinion.
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