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New Horizon

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Posts posted by New Horizon

  1. On 6/10/2025 at 2:20 AM, taffernicus said:

    It seems that the hammer symbol and pagan symbol are making a comeback in nuthief, has the thief 4 universe actually reached the “separation of church and states” phase?

     

    This game takes place  a few hundred years before Thief 2014...but after Deadly Shadows, so it's possible Hammers and Pagans may still be around in smaller numbers.

    • Like 2
  2. Yeah, Quake influenced the Dark Engine.  I read some interviews over the years where some Thief designers talked about that.  In a way it made the Doom 3 engine feel like a distant cousin to the Dark Engine.  Probably why The Dark Mod felt so Thief like from the earliest days.  The Doom 3 engine, having shared old Quake foundations, still had that feel.

    • Like 1
  3. 29 minutes ago, Obsttorte said:

    Corrected the link in the op, the upload was unnecessary. Sorry for theinconvenience.

    If you have to ask a player what settings he use as they may cause basic gameplay mechanics to not work properly, those settings are probably rubbish. I told ya. ;)

    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. 4 hours ago, Springheel said:

    I remember the last time someone made this claim, someone else posted a video showing that you could actually walk behind AI without alerting them on most floor types.  Only the loudest ones (dry leaves, gravel,  metal) cause problems, and that's exactly what moss arrows are for (what is the point of them otherwise?)

     

    I believe I suggested the hearing settings back then too.

    • Like 1
  5. 4 hours ago, chakkman said:

    Walking won't work on most surfaces either. I had it loads of times that AI's turn around if I just walked up on them, and, obviously, weren't KO'able in the process. What I usually do now is observing the guard path, and just wait until they cross me, and blackjack them hiding in the shadows. Or, I wait in places where I only need 1 or 2 foot steps to reach the guard, or use lean.

    That's the thing: KO'ing moving guards is simply too hard/impossible. The game penalizes this approach too much.

    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.

     

  6. 1 hour ago, Obsttorte said:

     

    @DragoferI agree and have pointed that out earlier on. The response was that the majority of players/members is fine with the implementation, but judging on your both comments I start to wonder whether that is really the case. The Thief implementation is the other extreme, though, making it far to simple and unintuitive, too. (The fact that I neither had to hit ai from behind nor on the head was something I was completely unaware of when playing those games for the first time).

     

    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.

  7. 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.

     

  8. 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.

  9. 10 minutes ago, Obsttorte said:

    @New Horizon

    The reason that one should aim a bit lower is that it is easely misjudged were the horizontal center of the screen is (due to the blackjack on one but no "counterpart" on the other side). Thus if you aim at the head you will probably be facing slidely towards the left or right of it instead and miss. The shoulders are a better spot therefore as they are broader.

    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?

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