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New Horizon

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Everything posted by New Horizon

  1. 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.
  2. I'll add to that by saying they placed far more importance on quick time events, and motion capture than they did on making a 'game'. That's what irks me about a lot of so called 'games' these days. They're not games, they are moderately interactive, casual entertainment. They were trying to make Thief a AAA title. Had they narrowed their focus, reduced their budget and simply focused on a well crafted 'game', they could have pulled off something amazing.
  3. The sound propagation in Thief 2014 was pretty broken a lot of the time, as was the AI vision. It really didn't have the necessary attention to detail to qualify as a 'good' game, in my opinion. Visually, the game was very pretty but I really can't say it was very good at all...not for a AAA title, and especially not after the same studio did such a great job with Deus Ex. It's a shame the community wasn't interested in digging into the game and trying to hack it, to see if some things could be improved but from what I gather it was all so tightly locked down that it wasn't possible. I have my issues with Theif 3 too, but the sound prop and AI visual systems both worked as they should in those games
  4. I really like it. It harkens back to Thief 1 and 2 but also balances a bit of the Thief 3 vibe in there without becoming as stylized as Thief 3 was. Very nice!
  5. Hadn't seen it brought up here before so thought I would mention it. The studio I work for has a game called Project Winter. It's a survival game of up to 8 players, survivors vs traitors but you don't know who is who. https://store.steampowered.com/app/774861/Project_Winter/#:~:text=Project Winter is an 8,and brave the wilderness together. I do QA on the game and I have to say, I enjoy playing it outside of work. lol I'm not much of a gamer these days so that says a LOT. If anyone is interested, it's currently 45% off on Steam for Windows PC. Not my intention to promote the game just thought it may appeal to some folks here.
  6. Always blown away by the continuing improvements in DR. Thanks for all the hard work!
  7. Have to do some shopping tonight but will try to hop in discord when I get back.
  8. Sounds good. I'm just on my way to bed here but i will add you to my Discord tomorrow. I'm on Atlantic Standard Time by the way.
  9. I'm available and would be interested in taking part.
  10. Dark Radiant had the ability to change to dark colours in older builds, has that changed?
  11. There's also the issue of the D3 engine being an additive engine and the Dark Engine being subtractive. It's two different styles of construction. D3 you have a void and you fill it with solids, and in Dark Engine you have a solid in which you carve out spaces.
  12. It wouldn't need to be perfect. The model has no impact on the 3rd person movement or collision in TDM, as 1st person is a completely separate system. So if the animations in that mod could work with the TDM model, it would be a massive improvement.
  13. Can't remember the name of the mod but someone imported the garett model and animations from Deadly Shadows into their Doom 3 mod. If you could track them down it might simplify things
  14. Yes. No body awareness please.
  15. If you're just adding animation for player shadows then that won't cause any issues since the first person system doesn't rely on the player model for collision. It's just there for shadow projection. If the first person system was adapted for body awareness like tds, then that would cause the same issues.
  16. This feature is absolutely amazing! Should come in very handy for mappers.
  17. As I understand it from a few searches, the raspberry pi architecture only supports Opengl 2.1 and doesn't work with stock Doom 3. The Dhewm port of the D3 source uses Vulkan which is apparently supported on Pi 4. Dark Mod is now running on Opengl 3.1 if I recall and I doubt there are any plans to abandon that for Vulkan. Someone with a better working knowledge may prove me wrong on all of that but that's my understanding.
  18. Are you running 32 bit for any specific reason?
  19. Yeah, the blackjack system was something I looked into years ago. Characters with no helmets can be blackjacked from any direction. It's when you get into helmets that things get tricky. The elite guard helmets with the grill on the front and extension down the back can not be blackjacked, though I"m not sure how many missions actually use them. It has been a long time since I set all that stuff up, but if I recall...the standard helmet guards can only be blackjacked from directly behind when alert. I did my best to make the cones extend far enough to be forgiving but there always seems to be people who have continued to have issues with it. I have to wonder if these players have the AI visual and audio sensitivity on the expert settings. A couple years back there was a player who was going to uninstall TDM because they couldn't stand how hyper sensitive the guards were when compared to Thief. I pointed out those Audio / and Visual sensitivity settings, they lowered them and were able to enjoy the game as they did in Thief...blackjacking was easier, guards weren't seeing them from crazy distances and over reacting. What settings does the Mod ship with these days anyway?
  20. I'll have my recordings for you this weekend grayman.
  21. Same issue though, how does an encumbrance system relate to the intention of the gameplay? I could see it being beneficial if the game was about engaging other AI, fighting them, killing, etc, but that's not the intent of the gameplay here. Thief and by extension TDM are encouraging non-lethal gameplay, exploration, and the thrill of stealing. Slowing the player down doesn't work unless the intent is to make thieving unpleasant. I don't want to manage the loot.
  22. Encumbrance system in a game like this? Not really a fan. The purpose of the game is to steal and gather as much loot as possible, without engaging or killing the AI. So then along comes an encumbrance system that punishes the player for doing exactly what the game is asking them to do, alerting guards with more noise and giving the player more incentive to either engage, kill or blackjack the AI to keep them out of the way. A system like that has been brought up a few times over the last decade, and it still clashes with what I think are the core values of the game. It's not a 1:1 life simulation, it's still a game. lol
  23. haven't had a chance to test thoroughly but it looks really good.
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