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Bastoc

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About Bastoc

  • Rank
    Member
  • Birthday 08/13/1990

Profile Information

  • Gender
    Male
  • Location
    France
  • Interests
    Stealth games
    Puzzle games
    Pen & paper RPGs / Board games
    Blogging
    (and other irrelevant stuff!)
  1. Fair enough But in reality nightvision googles shoudn't emit any light anyway! So it could have been coherent.
  2. I recently got this game (PC version) as some people think it's one of the best of the series. I have to say I don't like it much but I found it insightful, about what breaks a game. Ill-thought-out gameplay There are some good elements: nightvision (avoids the Thief "I see them but they can't" paradox), sticky camera, whistle, optical cable, adjustable walking speed, rappel and zip-line,... But mostly: - "gadgetism": you have 2 or 3 different actions, but they have the same result (eg disable a NPC) or are hardly useful (thermic and "electrical" views). It's as if the developpers though
  3. I just bought this game on Steam recently, and I really recommend it. Short review: It was released in April 2013 and now it's an enhanced version. Concept You are group of "dirty criminals" in Monaco that break into banks, embassies, grab quest items and loot and escape (ring a bell?) as quickly as you can (leaderboards). You can play 1-4 players campaign or featured FMs (at least) both online (there's a kind of matchmaking) and offline (need extra gamecontrollers for multi). And I think there is a PvP mode, not tested yet. Graphics The view is like a map from above. You have a
  4. FI stone/scupted/shields/ornament_shield_white_bendlets and any stone/flat/smooth with the right tone. But I was using DR fullbright mode camera preview, so I guess it was with maximum gamma. In-game it's completely different. Noob... I made a kind of palette to look in-game and I found stone/flat/smooth/marble_white_01 is a good match for the shields. Problem solved for now! Thanks anyway.
  5. Hey, Is there a quick way to darken a texture? I want to match marble, alabaster or whatever with some sculpted panels/shields, and it's either too bright or too dark. I thought of creating a slightly dark homogeneous decal and use it over the marble.
  6. Flanders has just posted a vid about this FM. Reminded me I'm looking forward to playing it (and the sequel)! Keep it up!
  7. Oh! This was the second FM I played after St Lucia. Fun one. Good gameplay and as the title suggests, nice doing average taffing. I just checked again and indeed that hotel room sure is cosy . Thank you. I'm having a look at what you did. /* Generated by DarkRadiant's Particle Editor. */ particle tdm_glare_xmaslight { { count 10 material textures/darkmod/sfx/fake_haze_01 time 0.200 cycles 0.000 timeOffset 0.000 bunching 1.000 distribution sphere 0.000 0.000 0.000 direction cone 0.000 orientation view speed "0.000" size "0.010" to
  8. Hello, I want to create a custom light for a Chritsmas atmosphere: glass spheres with different colored lights inside. My first problem is that I don't fully understand what a light is composed of, so if anyone can confirm or correct the following it would help: Two categories (from mapper's POV): covered and uncovered Covered lights are "standalone". They have: - a model: .lwo or .ase files, what contains the light source - skins: .skin applies to the model to use different texture sets when lit or unlit Uncovered lights are attached to a separate solid model (eg a candle. NB: the
  9. Yes, right, I overlooked you meant it only for electrical lights. As long as there are light types that can never be disabled left (say gas lights f.i.), I would like it then. I just meant it's good as it is that some lights force the player to find a smart way to get round it (find a switch, distract the guard, find another path,...).
  10. IIRC there are density+volume, and mass spawnargs. Probably not useful though, as D3 physics is not like ours. And changing player mass sounds risky (water?), assuming it's even possible. Maybe you can update the collision spawnarg of the door when it switches to open so that it's solid only when closed. But I don't know if you can do that in a simple manner.
  11. I like the idea. I built the outside of a house using pictures, but now that I have to plan the inside, I don't have a clue. If you have a plan for me I'll gladly start over and use it. Where do you find those, if I may ask?
  12. While doing thief den tutorial I also noticed the zone approach is not smooth. Then I added a speaker outside up in the air in front of the door (in addition of the zone ambient sound). So the sound fades inside the building and the door has an effect. It's not perfect as the volume is rising when you are outside and heading to the door, but it makes sense somehow: water is supposed to flow from the rooftiles to the base of the walls (depending on your architecture of course). There must be a better way though.
  13. I don't think you should be able to disable electrical lights with a cheap arrow, because if the mapper wanted that, they'd have used an extinguishable light instead. The utility of electrical lights is precisely that they cannot be disabled, for level design purposes. Why not, probably you can make smoke with a tweaked light fog texture (not sure if it affects the light gem though, negative lights?). It would be a good way to get rid of it when AI are upgraded to be able to notice moss blobs. As for the utility of the smoke, I'm not sure. Reminds me of the Dark Bomb topic I read, which c
  14. [Off-topic] Sure, as much as we are tools as RJFerret put it Since I love doors as much as you do (no, not THAT much, c'mon!), here's my tip: say there is a light coming from a shallow angle, you can open the door just so that it shades the largest area. [/Off-topic]
  15. That's food for thought indeed. From what I got the main idea is to transpose pathfinding mechanism to decision making by defining world state nodes (var arrays), actions path with costs, and then algorithms like Dijkstra's (only one I know!) to find the best option. Yeah, would be cool. Looks like this GOAP stuff makes that easier to achieve, but still must be damn hard to implement. Also have them notice the player lantern light (or moveable lights he carries), cf 4th link below. Though, IMO those issues are related to sensitity of the AI, not to decision-making. So I can't see h
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