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Deadlove

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Everything posted by Deadlove

  1. There are three things about THIEF that I think made the game for me what it is...I don't have a word for it, but you get the point, I like it a lot. 1) MASSIVE SIZED MISSIONS THAT ARE SO LARGE THAT IT CAN TAKE HOURS ON HOURS TO COMPLETE ONE MISSION 2) MISSIONS THAT COULD BE EXPLORED ANY WHICH WAY THE PLAYER CHOOSES TO ACCOMPLISH THEIR GOALS WITH THEIR GIVEN SET OF TOOLS. NO DIRECTION NEEDED, ONLY WHAT THE PLAYER WISHES TO GO AND DO, TOTAL FREEDOM IN ENVIRONMENT. 3) AN INCREDIBLE STORY LINE THAT PULLS YOU INTO THE GAME ALMOST AS IF YOU ARE A CHARACTER FROM A BOOK MOVING THROUGHOUT EACH MISSION AND IT UNFOLDS AND BUILDS ANTICIPATION FOR ULTIMATE CLIMAX. With TDM, #2 is defnitely covered. #1 is up to the mapper. #3 has yet to happen because noone has made a campaign that's the size of a game. Although "No Honor Among Thieves" is a great teaser of a game, and who knows what's in store for us with Crucible Of Omens. Just some thoughts...anyone else?
  2. Why not create a new dialect for the Pagans of TDM? Noone has yet to offer a set of vocal lines for even one class of Pagans.
  3. I'm gonna take a shot at the Pagan lines, male vocal. It may not follow exactly to script, as I can't guarantee getting lost in character will result in what is written there. Not to be egotistic, but I have some ideas myself
  4. I was unaware that Elizabeth's voice for speaking was different than the voice used for motion capture. I've only played through Infinite one time. I had the ending pinned before I beat it. Well, at least the part of who Booker is and who Comstock is. I didn't get the whole time warp thing till it was explained. My guess is that is that it came down to the almighty dollar, as well as availability to make deadlines. The new THIEF seems to to be focused on just city watch, the Baron, and stealing. I've yet to see anything regarding Hammers, Pagans, Keepers, or the likes that were part of the original back story. The game is not released yet, so perhaps they are holding back to surprise the player (fingers crossed). I'm anticipating something grand, given Eidos owns all IP concerning the THIEF series, but will be let down if they forsake the world that was present in the previous three games. The market for this game is for kids who at this point (14-16, whatever), they were never exposed to the original THIEF franchise, so it won't make a difference either way, because they weren't born or able to play THIEF when it was released to the world. I've also read that jumping/mantling is restricted to certain areas. Oh Builder forbid them from possibly wanting to make an entrance that would force the player to continue a linear level design instead of having the option to approach the mission from whatever angle or entrance that the player is able to execute.
  5. Okay, I got the first room built and I can walk around in it after loading the map using the console. The light source is just appears to be a crystal (?) stuck to the ceiling and is not a boxed lamp, or whatnot. Is this normal? If I wanted to turn the light source into an object from the world, how would I go about doing that? Also do the torches, boxed lamps give off a certain predefined area of light, or is that customized by the map builder? I maybe getting a head of myself, but this is very exciting!
  6. Didn't see this, thanks for posting! I read that the reason his voice wasn't being used was because the THIEF 4 used a body capture system to record the voice of Garrett and that Stephen wasn't available to fly to the studios to record this way, or he couldn't move about to record this way. In the previous THIEF games, all he did was stand in front of a microphone to record lines, and didn't have to have different mic's positioned and sensors on different parts of the body. Still, I am partial to his voice representing Garrett, and it is indeed one of my favorite character voices in all games I've played.
  7. Can someone direct me to a FM that uses the Hermetic Order of Mages so I can play and see how they work?
  8. Thanks! For Lost Soul, or anyone else....since TDM is now standalone, should I just make the directory from DarkRadiant to access the assets point to the Dark Mod folder instead of the Dark Mod folder within DOOM3? And that would work just fine and nix out DOOM3 from the entire equation?
  9. In the original THIEF, there were four sets of classes in the city. 1) City watch, part of society 2) Hammerites, religious order 3) Pagans, anti-religious chaos bringers 4) Keepers, hidden entities, guarding secret knowledge I see with TDM that we've got two of the factions covered, being the City watch + the Builders. I've yet to see much of a Pagan class being represented. I'm working to try to bring to life a class or Pagans/savages/barbarians to give the Order of the Builder a counter force of chaos to challenge it. However, since Keepers are IP of EIDOS, has there ever been an imagining of a hidden class of people that don't directly reveal themselves but add the player in their quests, and exist within some hidden unknown part of the TDM world that the rest of the world is unaware of?
  10. Thanks! The master vocal script seems a bit dated, is there one made specifically for the Pagan class? Also, are the models for AI automatically programmed to say their lines, or depending on what character it is, the lines differ? I ask, because I'd imagine a male Pagan lesser wish sword, a Pagan female lesser with sword, or a Pagan Shaman with wand casting projectile would all have different voices?
  11. If anything, I'd like to see it ported to the idTech5 engine. :-) Although I'm not sure about the light characteristics to RAGE as they were so crucial to DOOM 3, and how that would effect building a THIEF style mod. The original Dark Engine allowed for WAY larger missions than DOOM3, but the RAGE engine would allow for MONSTROUS size missions that are very similar to the original THIEF. I think that is the only drawback to TDM, is that the size of the missions are nowhere near as large as THIEF missions. (all the nooks and crannies and extra spots that were irrelevant to objective progress but added to the immersion of the life of the area) Or maybe DarkRadiant is capable of making missions in the size of THIEF 2? Maybe I've yet to play one or a mapper hasn't made one that large yet? I'm ignorant to the whole thing, so if anyone can let me know, that would be much appreciated! Thanks in advance.
  12. https://soundcloud.com/plastikmusik/fleshling-bleeds-hither-blood Here's one for while the player and the Pagan are engaged in combat.
  13. https://soundcloud.com/plastikmusik/and-to-the-woodsie-you-return Here's one for while a Pagan fights the player, or while the player dies and the Pagan is satisfied with his doings.
  14. https://soundcloud.com/plastikmusik/singsie-prances-songsie-dances Here's an idle Pagan just chanting with the night waiting...
  15. https://soundcloud.c...es-me-fleshling The Pagan is has seen you but can no longer see you and is searching for you...
  16. I have an idea to give the "pagan" character a set off lines...what do you guys think?
  17. Greets Taffs, For the first part of TDM tutorial on the wiki... I've got the room built and textured and added the player start and light source. When I try to play the room in the game using the console I get an error that says that it cannot find the "tut1.proc" file? I looked in the maps folder and there is no tut1.proc file, but there is the tut1.map and tut1.darkradiant. Is there a step to make this file appear? Did I miss something? Also, I'm running off the orignal DOOM3 CDs, if I added the 1.31 patch to DOOM3 would that make any difference? Thanks!
  18. This is brilliant. Especially in the tone of porting to consoles. Althought it's really unnecessary with HDMI from graphics card to TV. :-)
  19. I noticed in TDM you can drop triggers (scripted events?) into a map to make the character say something while entering a certain part of a level, an element I love about the original THIEF. Is that also possible to make this after you pull a certain switch or collect a certain loot item? Also, I've yet to come across two or more NPC's in TDM having a conversation about the night, or saying something in regard to the mission before starting their intended patrol pattern. Is this possible too? Thanks!
  20. Hails Taffers! Deadlove here. I just wanted to take this post to introduce myself to the forum. Many thanks to Broken Glass Studios and the whole TDM team for making this mod possible! I am an avid T1/T2/T3 fan + player. Ever since 1998 when the demo was first released, I knew that THIEF was something very special. I've been a big enthusiast of FPS games since WOLFENSTEIN 3D, and this only compounded with the release of DOOM, which made me become addicted to playing and mastering those levels for countless hours on end. I also have a deep passion for the Raven Software titles of HERETIC and HEXEN and its sequels. Most every game that has used the id Tech engines has really left a mark on me. I remember when the Dark Mod was first released with "Tears of St. Lucia" and my brother and I played through the level and were stunned at how the game was brought to life with a more modern engine. The id Tech 4 engine is still very viable, and to this day is proof with the impact that TDM has brought, and given life to the THIEF series, and stealth gameplay, taking it to an entirely new level of realism, design, and play-ability. Also, I am a QUAKE purist too, as I've found that the original QUAKE from 1996 is my favourite from the series. I enjoy the the engine tweaks and the monstrous upheaval that the QII engine provided, but in the cyber Strogg warfare I miss a lot of the original twisted nightmare creatures (Shambler, Vore, Spawn) that were so unique to the first game. I don't know why id Software never followed through on making more of this world, but instead took to a space feel instead of an extra dimensional feeling. (Maybe to separate DOOM from QUAKE more?) Anyway, I have my own little(big) ideas and wanted to make an introduction. I'm currently replaying THIEF Gold on Expert to re-live the experience with more matured mind, as when I was first exposed I was too young to get any of the novelties, side stories that the game. I'm not a programmer, map builder, scripter, but I have very good chops in the sound department. I have a degree in Audio Engineering and can make anything from the SFX / ambient / dialogue department. I am learning to build with DarkRadiant, but I am below a novice with this type of thing. I can see it in my head and draw it on paper, but I've never used the Radiant Editor until now. Thanks for the YouTube tutorials + other tutorials. Okay, so there's a post for the community! Thank you to all involved, and I intend to get involved myself deeper the more I learn to help be able to create and expand on this world that Looking Glass brought to life! I believe that THIEF : The Dark Project is a pinnacle game in this market. I say this because it forced the player to not be able to run in blazing and killing. It required the player to NOT be found and interact with the world and learn from it without revealing yourself to the game. Much more like a book, than a movie. This is what has kept me so wrapped up in the THIEF franchise, as it plays itself out as a character in a novel and the grand architecture that the character moves throughout makes a place that is very powerful. IMMERSION into the game/storyline. I'm also not one for multiplayer games. While they are fun, they are endless. I prefer a great game with driving campaign and story to further the anxiety, and get the player wound up in the world created. There were times in my younger years that after clearing out a section of a level in SS2 that I really did not want to go into the next room, in fear of the horrors that would await. Okay, enough about that, but just my greeting.... Glad to be able to experience TDM and the way it keeps the original spirit of THIEF alive.
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