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Neb

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Everything posted by Neb

  1. Neb

    Thiefy jump

    I'm pointing it out for now (and it is worth noting as feedback I guess), but I intend to let it sink in for a while before I do something rash, like ask for it to be altered. I also definitely agree that Thief doesn't need to be emulated entirely.
  2. Could you make a button that calls for a lift, but have it actually open a trapdoor beneath their feet?
  3. Neb

    Thiefy jump

    I personally had problems with the jumping too. In the training mission I gave up trying to get to the awning. I even looked in a dictionary to see if I knew what an awning was to make sure I was trying to jump in the correct direction. This is coming from someone who plays Counter Strike only for the non-combat climbing maps, but maybe I was doing something wrong in this case. The first time I played Crown of Penitence I also got busted while attempting to jump from carpet to carpet.
  4. Apart from DromEd are there any other subtractive editors? I'd never heard of them before. When it comes to electronic music I know that there are subtractive and additive synthesizers. They work by either adding oscillators, or carving away via the use of filters.
  5. Haha, I love stuff like this. It's not quite the same, but I spent loads of time in Deus Ex: Invisible War just doing stupid things like going to the airport and throwing every object I could find behind the receptionist's desk. AIs would seem to ignore objects and so she would wade back and forth among a sea of junk with a deadpan expression locked into her face. "Hello sir, how may I help you?" as bins and cups jiggle around her waistline. This is more creative though. Well done.
  6. There's so much anticipation around when there'll be more that I wouldn't dare to release one first. My first ever mission doesn't need THAT much scrutiny. I'll probably end up cooking something up that I'm kind of happy with and hide it behind the release of a relative heavyweight.
  7. Eidos don't own the rights to general themes such as powerful shadowy figures pulling the strings behind the scenes, or fanatical religious sects, or fantasy creatures in a strange, corrupt city. You can use stuff like that that you've seen in the Thief games (or any other game). You just can't drop names that belong to that particular world. It's time to get creative.
  8. Haha, I had dozens of wiki tabs open and they gradually started changing. It looks smart, but I still don't have a clue what's meant to happen at 11:19.
  9. I'm finding that my confidence with TDM and DR is boosted best by working from scratch, but I'm using the startpack as a handy reference. It's come in useful plenty already. I extracted the prefabs, and they are good. The skyboxes are particularly lush. The "stairs_concrete_worn" prefabs are bugging me though. They look nice, but they're impossible to ascend properly, possibly because they're covered in patches to make them smoother. Is there any way to get them usable, or are they cosmetic? Also, are there any guides for the best practises when making stairs in general? I've just made some basic steps but they have terribly sharp corners. For now I'm going to experiment, anyway.
  10. Maybe I haven't understood properly, or I'm missing something obvious, but I've been through the materials for creating readables over and over, and I still can't get them to work. If I have "xdata_contents" "my_message" assigned to a book then I have to create a path inside my map folder called xdata with a file called anything I like? Then at the top I put what exactly? I bet I'm just making a silly mistake somewhere. EDIT: I've worked it out. I didn't know that you need to make an xdata directory in darkmod rather than your mission folder. I guess I need to learn about the structure and how your mission files work.
  11. I'm for leaving it ambiguous, at least until there is plenty of material out there to sort into a geographic canon. Trying to map out a city that has hardly been explored gives mission creators an arbitrary set of restrictions.
  12. It got a bit of flak, but I thought the updater was brilliant. I'm guessing that small updates will eventually be released that no one will want to re-download the entire Dark Mod again for. I thought it was really cute, with its little wee checksum and server list.
  13. Laptop - Windows XP - Service Pack 2- CPU - Intel T2300 Dual-core @ 1.66 GHz- RAM - 1 GB- Video Card - NVIDIA GeForce Go 7400Running at 800 x 600 the current 4 maps are easily playable with a slight bit of slow-down. Bloom is off. Anisotropic filtering at 8. Fast ambient rendering. I still need to tweak the config some more to find out what's best, but I'm not experiencing problems. FPS occassionally dips below 30. The current maps take no longer than 4 minutes to load. EDIT [After reading SneaksieDave's post] - Water works perfectly fine on my machine.
  14. At the top of the stairs, that huge red carpet doesn't quite fit, and so the very corner has been upturned against the wall. I LOVE detail like that. It's as if they ordered that huge thing only to realise that the dimensions were slightly off. No one would send it back. Oh well, just turn the corner up a little.
  15. Neb

    Thank you.

    Almost half way through downloading and I can't wait to play the maps, and fire up Dark Radiant to make my own. Thanks guys!
  16. Neb

    ...

    Is that number almost 4 now by any chance?
  17. This lappy has 1 GB. I will probably aim for at least 3 for my new PC.
  18. Tears of Saint Lucia took almost 20 minutes to load on this laptop I'm using, while Doom 3 usually takes a matter of seconds. I can't remember if I mentioned it before. It doesn't matter though. In a few weeks I'll have a spangley new desktop PC.
  19. I've read a number of articles over at infowars since the pandemic flu kicked off, and pretty much all of them have been full of misinformation, if not outright inaccuracies. That usually applies to other topics too. Alex Jones has little concern for any of the subject matters that he covers.
  20. I haven't posted much here but I lurk a lot. There's not usually a whole lot to discuss since I don't have access to the SUPER SECRET VOLCANO ISLAND SUBFORUMâ„¢. I tried to learn DromEd, but I ended up hating the thing and finding it a drag. I've played with Dark Radiant though, and it certainly does look good. Can't wait to get stuck in. Oh yeah, I sold a bunch of my old toys that I had stashed away so that I can afford a new computer for when TDM is released.
  21. Neb

    Thief 4

    I, too, am not worried about how Thi4f [sic] pans out since The Dark Mod is just around the corner, but it's kind of nice to be excited.
  22. I guess it's a case of experimentation to get a natural feel then. Perhaps simple 2D silhouettes against a beautiful stained glass window would give a nice effect.
  23. I have never made a map for the Doom 3 engine, but I had an idea and wondered if it is possible. Say you have your character wandering down an alley with an opaque window, textured to be murky and dark. An event is triggered where a video plays over the original texture, with the start frame identical to that window. A few seconds in and a couple of figures seem to enter the room within and light a torch. Their silhouettes can be seen from outside (even though they're not actually there in-game). You eavesdrop on their plans while a pre-rendered CG video breaths life into the scene. As they finish up and turn out the lights the video ends and we're left with the ordinary window texture again. If that can be pulled off seamlessly, then there are so many wonderful things I can think of using it for. I hope this thread doesn't come across as too redundant. If it is easy to do and very obvious to seasoned mappers, then I hope that the idea is inspiring.
  24. And then, people like me will descend upon it, half oblivious to the blood, sweat and tears poured into its creation, and knuckle down to make some lovely missions for everyone to play. It just keeps on giving.
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