Jump to content
The Dark Mod Forums

New Horizon

Active Developer
  • Posts

    13783
  • Joined

  • Last visited

  • Days Won

    34

Everything posted by New Horizon

  1. I had mentioned this somewhere a long time ago, but I was part of a farmers market project years ago. In order to protect ourselves, we formed a type of cooperative where our organization, Empress Merchants, could be disolved and no individual held responsible for any debts. As it turned out, the business failed and we had to do just that. I wasn't involved in the day to day running of the market but I took care of the debt collectors who tried to threaten us. Once I told them the type of cooperative we had and that it had been disolved....they went away. I don't know if that would work for a broken glass cooperative but might be worth looking into if someone in Canada is so inclined.
  2. Yeah, definitely leave it on by default.
  3. Yeah, replacing the frob helper with a disable outline can't really hurt. I personally haven't had much of an issue with frob and brighter light in too many instances. If people want the classic look, it wouldn't hurt to make outlines easy to turn off.
  4. Who wants to go through every possible loot item and reskin them to ensure they are recognizable as loot? In theory it would be wonderful to have all of the assets refreshed in order to avoid measures to assist players but that's going to be one hell of a lot of work to put into place. Who has the time, energy and dedication to do it? It's perfectly reasonable to argue the point but will those arguing the point step up and assist in the work?
  5. My plaque hangs proudly next to my computer.
  6. You're father will be dearly missed and I am so very sorry for your loss. I lost my own father back in 2006. It leaves quite a void. Thank you for taking the time to come to the forums.
  7. Oh no. Very sad news. Such a wonderful human being. Rest in Peace Grayman.
  8. Not only that but why is the lighting changing so drastically?
  9. I think someone from here donated! I have to say, thank you so VERY much. Just a reminder about donating today, if you donate today then that amount will be matched by a corporate sponsor of the run. Fifty dollars will become 100 dollars! It's a great way to make a large impact quickly. Thanks again
  10. Hey folks. This Month, I have joined a running group in the Million Reasons Run. It is collecting money for the Sick Kids Foundation which will then give that money to children's hospitals and related organizations in Canada. Today, all donations will be matched dollar for dollar...so your 10 dollar donation or whatever you choose to donate, will be doubled. So yeah, I am asking for money but it's a great cause. If you choose to donate, just use the link below and it will take you to my fundraising page! Thanks! https://www.millionreasons.run/fundraisers/timgormley/mrr
  11. No, the calculations are all done with bounding boxes if I recall. The 3d model is used for reflections in mirrors.
  12. No, guards are not programmed to see shadows as it creates far too many ungair gameplay issues.
  13. Could the issue be remedied by taking into account how much of the player is blocked by an object + lightgem level + distance. The game already takes distance + lightgem level into account when determining how quickly the guards react. A further check could ease things a bit. Deadly Shadows was able to handle it that way. It checked something like 12 individual points on the player model
  14. Is that still true if they're tagged to be on the same team though?
  15. Can it just brighten the item like classic Thief and then subtly outline it? The thing that turns me off about what I'm seeing is that we're back to solid colors overlaid on items as they were in Deadly Shadows. In the early days of the Mod I figured out the whole material stage brightening to replicate classic Thief and it was then improved / modified over the years but of course all those material shaders are a pain. My only request is to please not go the TDS style route. I think the outlines as springheel suggested would be nice.
  16. Well, obviously the textures are going to be higher res but still retain some semblance of the originals. Models could be higher poly count but not outrageous. I think with Thief, the look of the game was actually part of what made it work. I honestly think there is a market for it. The engine still exists and New Dark has been updated quite a bit already. The main thing though is that all the proven systems...sound / visual...they're already in place. Improvements can be made...and the engine already had some unused enhancements that just didn't get ironed out before the release of Thief 2. There was an early facial animation system in place, some early work on bump mapping...all kinds of tid bits that could be expanded upon and still deliver a Thief game will all the things that made it great. It's an artistic choice in todays Market. It's no longer about all games must use the latest and greatest, developers can choose which style best suits the tone of the game they're trying to make.
  17. I think you missed my point. What did that extra expense add to the Thief gameplay? Did it serve the type of game Thief is? I don't believe it did. It continued the Deadly Shadows trend of limiting player movement and choice. They scaled Thief up to a AAA budget...a niche title...and in doing so watered it down to the point where it really didn't stand out anymore. I test games for a living. I've seen all kinds come through our doors and there is a very decent market for games that 'look' retro but play on modern systems. I've tested games inspired by classics like Ghouls and Ghosts, Quake, etc. There have been some recent games built using 20+ year old tech that has been modestly updated to retain the aesthetic of those older titles but still be a modern game. Basically, that look for a game is no longer seen as a limitation, it's an artistic choice. It's a style. So, for the type of game Thief is...my suggestion would be to NOT scale it up to AAA costs but rather work within the style that best serves the game and the gameplay. The costs would be lower, production time would be shorter. The studio wouldn't have to push as many units to break even and they might even make a decent profit given how games can be more easily distributed on Steam now.
  18. Thief The Dark Project was definitely a financial success and a critical success as well at the time. The problem was that Looking Glass was already in bad shape financially and Thief's success was far too late to save the company. The issue with making a game like Thief today is a studio like Eidos Montreal insisting that it be a multi-million dollar AAA title, when it's not really that type of game. It's more of an indie title. Can you imagine how much all that motion capture cost to produce? Did it serve the game beyond being eye candy? I personally think a game like Thief is a prime candidate for a release that actually uses the original engine, updated somewhat, but holding onto the visual style of the original games. A retro look. It has been done in recent years and seems to have been well received. I think we're past the point of having to constantly update the graphics and can instead focus on choosing a style that best suits the game. Thief just felt right in the dark engine, kind of a product of the time. I think when you take it out of that, it loses a lot of the character
  19. That has come up before. The reason TDM doesn't tell you what remains in the level is because there is no way the player would realistically know this. I dunno, I feel it adds to the replayability not knowing. There have been so many times in Thief that I've gone back to a mission years later and found a piece of loot that I had no idea I had missed.
  20. It has pretty much always been handled as it was in the Thief Modding community. Ask for permission to use and if permission is given, list your sources. The issue here is really an edge case and not the norm. It really doesn't make sense to enact such protections in such a small community. We operate in good faith here. It feels like a big ask to develop and incorporate such encryption into the mod as an option and to remove a very helpful export feature from Dark Radiant. I don't mean to dismiss the concerns but given the small size and generally considerate conduct of this community, I don't think it's warranted.
  21. If the incident from Discord is what I think it is, that issue involved someone repeatedly making unapproved artistic and gameplay changes to other users WIP maps when they had only been given permission to do some performance optimization. We're talking major gameplay and map design changes and when those major changes weren't embraced, that user would become angry that their efforts, unwanted as they were, might not be embraced. If this is more if an aesthetic thing, I would say just ask people not to use the high quality assets from you FM. Heck, add a Pop up screen after the TDM logo on mission launch telling people not to use these assets as they do not meld well due to their higher quality. Then release the lower quality versions. The majority of the community is respectful and it's small. Thinking in terms of numbers here....we don't have hundreds of mappers. This tiny community has lasted 20 years for a reason. Trust and mutual respect. If you don't want your assets folded into the core mod for distribution, that's fine too but I stand by my earlier post. Encryption doesn't fit our model... outdated as openly sharing may be...it is the heart of our community. Ask and the majority will respect your wishes.
  22. Just skimming through the topic here so I may miss some of the nuances of the conversation. I've been part of the Thief community since 1999. From the very beginning, mappers have made use of existing assets and often modified them...for better or worse...for use in their own missions. Generally, most asked permission and mentioned original authors in their credits. I've seen horrific modifications made, but those modifications have no bearing on the original assets...whether they were core mod assets or borrowed from an FM, the original versions do not magically get overwritten if someone butchers them for an FM. If a modified asset looks bad, most people playing it are just going to assume the FM author made it...I don't think it will reflect badly on the original artist. Having contributed work to the mod over the years in art, audio and code, the idea of preventing the sharing of assets makes me uncomfortable. It's counter to how we built and promote the mod. The Thief community has always shared. That's why it's miraculously still alive today. TDM is a cousin to the Thief community, we're smaller and I would say a tad more fragile. I would not be in support of doing anything that might create hurdles that weaken it.
  23. Yeah, Eidos Montreal was a train wreck. The Thief Source code was given to them twice in order to try and get the right people to approve officially releasing it to the fans. They lost it both times. Infuriating. They were just the wrong people for the job.
  24. They had him. There was an unreleased Trailer that got leaked. He was brought in and considered but ultimately they dropped him because they wanted the voice actor playing Garrett to be able to do the motion capture nonsense.
×
×
  • Create New...