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New Horizon

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Posts posted by New Horizon

  1. 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.

    • Like 1
  2. 2 hours ago, OrbWeaver said:

    I'd be happy with the T1/T2 mechanic whereby you automatically loot the contents of a chest when you open it.

    I have no idea why this was changed in TDM. It seems like another "let's make things physically realistic for literally no gameplay reason" mechanic.

     

    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.

    • Like 3
  3. 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

    • Like 1
  4. 15 hours ago, chakkman said:

    As much as I like the modern Deus Ex', they're very different to the original.

    I'd actually say they kind of made a fluke with the games, 

    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.

    • Like 2
  5. 9 hours ago, Xolvix said:

    To be fair, the group that made Thief 4 (Eidos-Montréal) also somehow managed to make Deus Ex: Human Revolution and Mankind Divided, so there's clearly talent there; I guess it just depends on the project and leadership.

    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.

    • Like 1
    • Sad 1
  6. 19 hours ago, vozka said:

     

     

    I will have to focus on it next time I'm playing because this is just something that I realized now after reading this thread, not something that I focused on recently. I have not changed any of the AI settings and I think it happens when I'm partly lit and the guard is pretty close. 

    Ok, it would need to be thoroughly tested and verified before anything is changed because the functionality should already be there for a delay to scale with distance.

    There should already be voice cues for suspicion...or at least I thought there were.  My original vocal set scripts included everything from the original Thief series.  Perhaps they're not being used for some reason?

  7. 58 minutes ago, AluminumHaste said:

    So guards used to instantly react to seeing the player and go right to level 5 combat alert.

    Players complained this was unfair so it was made a little more relaxed.

     

    Now, we have players complaining that guards react too slow.

     

     

    Depends on what situation the player is talking about.  The delayed reaction was supposed to be based on distance.  The guards 'should' react less quickly depending on 1. how well lit the player is 2. The guards distance from the player.

    They may have also changed their audio and visual sensitivity in the main menu and forgotten.

     

    1 hour ago, vozka said:

    On the topic of guards, is anybody bothered by how they don't respond to noticing the player immediately but after a short delay? Seems like it might be intentional because most people don't have inhumane reflexes and it takes a moment of confusion to realize what's going on when somebody surprises you. But the issue is that between the moment when a guard has you in his line of sight and when he starts acting, he usually just continues what he was doing. This creates weird situations where guards just walk past you on their patrol after clearly seeing you and then suddenly turn around, yell and attack you. 

    From a gameplay perspective obviously it's not a big issue, it just often looks wrong. So I was wondering if that's intentional or what was the motivation. I'm thinking that playing some sort of "confused, looking around" animation on the guard would make this situation look much better.

     

    So what kind of situations are you seeing this delayed reaction?  How well lit is the player and how far away is the guard roughly?  Also, have you set the vision and hearing of the guards in the main menu settings any lower?  Have you tried increasing the AI's vision in the settings menu to something higher?

    • Like 1
  8. Seems to be talking about, Cycle Cap Texture Patch  -  This cycles the cap texturing type on the currently selected patch.   Shortcut CTRL+SHIFT+N.

    No idea what version of Dark Radiant it was last available in and I don't see it in 2.11.0, but it was a GTK Radiant function apparently.  Wonder if it was omitted accidentally very early on or if the version of GTK Radiant DR is based on didn't have it?

  9. 13 hours ago, dark1 said:

    Lock picking in the latest version 2.10 no longer works.

    Either lock pick Garret has just keeps clicking "red" and cannot open a door, Garret is stuck in his hide-out and cannot get out. :(

    So far I have only tested it on the Perilous Refuge mission on the new 2.10 version. 

    I re-installed version 2.09b and the lock picking does not work like it did before I installed the new version 2.10.

    Thanks for your feedback.

    I was successfully picking locks a few days ago.  If the lockpick glows red it just means the lock can not be picked.

    I don't mean this in a rude way but just to be helpful, but do try to reproduce suspected bugs before reporting.  Could give Developers a stroke thinking the mod went out with a major feature like that broken. 😂

    • Like 2
  10. 1 hour ago, datiswous said:

    This does feel a bit like cheating to me at times. I mean, if you lean forward, you're supposed to be lit as well, but often that isn't the case.

     

    It's not cheating if less of your body is leaning into a lit area.  The light gem will pick up less light.  Makes sense.  There are situations where you lean into bright light though so it does balance out.

  11. 2 hours ago, Xolvix said:

    If it does end up getting modified, consider adding some sort of cvar to allow for switching between the updated and traditional crouch toggle response. Muscle memory goes both ways and people used to how TDM does it normally may be put off by the change.

    Or they may not even notice since it's just that the keypress will just be a second more responsive 

    • Like 1
  12. I think way back in the early days there may have been discussion about this behavior but I'm pretty sure there were things we just couldn't change back then due to the limited nature of the Doom 3 SDK at the time.  By the time the full source code was released we probably just had gotten used to it.  I honestly seen no reason why it couldn't be changed to follow convention.  Anyone able to take a look into the code for that function and see if it can be changed to 'key press' for crouch instead of 'key release'?

    • Like 1
  13. 51 minutes ago, Anderson said:

     

     

    Agreed, the current music is very obviously looping and very loud to me. Just not a fan of the instruments used in TDM's main menu theme. It's not seamless to the point you don't notice it like the great main menu theme of Thief Deadly Shadows. But maybe I'm in the minority here.

     

    The TDM main menu music isn't supposed to seamlessly loop, it's intentional.  It's like a windup music box at the beginning and then the other instrumentation builds around it.  It's not ambience, like the TDM menu, it's more like a theme song.

    • Like 2
  14. 7 minutes ago, The Black Arrow said:

    Yes, that's what I mean, just like in Thief 1 and 2 itself.

    Ok, gotcha.  It may be that way due to limitations of the sdk prior to the full D3 source release.  I don't know if it would be a big deal if it were changed or how to go about doing it.  

     

    Coders want to chime in?

  15. That's because 'Toggle Crouch' is for toggling or 'switching' it off and on, without holding a button down.  You would have to disable toggle crouch to make it crouch upon button press.

    It's in Settings / Controls / General

    Oh wait, are you saying you would like it to go into crouch mode upon button press instead of release?

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