Jump to content
The Dark Mod Forums

Goldchocobo

Development Role
  • Posts

    733
  • Joined

  • Last visited

  • Days Won

    9

Posts posted by Goldchocobo

  1. Hi everyone.

     

    I've been playtesting the updated No Honor Among Thieves campaign all day today, and there doesn't seem to be too many bugs. Also, it currently utilizes the new "campaign stringing" feature of the latest itieration of TDM, so you can play it like a real campaign. No reloading separate mission files, you just finish one mission, then it moves you to the next. I had the odd sensation of playing a Thief 1 campaign while doing so, was very cool.

     

    I think I can get this out and released in a few days. Maybe by next week we should have a release?

  2. Good luck Grayman. I produced NHAT in 9 months - that's 3 massive malloc error pushing missions. IT CAN BE DONE! I only had to give up playing video games.

    If I were to go back and do it again, after having learned mainly how to build optimally (half the build time on ANOOT was literally restructuring rooms and finding new visportaling techniques, since the first pass was so sloppy), I could see myself doing it all in 5 months.

    Of course, MD helped a LOT with optimizing, scripting, bug fixing, etc. I could not recommend getting a co mapper, technical helper enough! I was a creative force, MD was a technical force - it worked out well for us!

     

    Anyway, this has turned out to be a somewhat fragmented post. GOOD LUCK!!!!

  3. Are you kidding? The only reason I'll resurrect myself is so I can work just hard enough to grace www.darkmod.com's "Team Members" page.

     

    Then I can fool those nasty gremlins at E3 Expo that I'm part of the "Interactive Entertainment Business".

     

    ThenThenThen I can sneaks my way inside E3 for cocktails, dancing, and awesome rave parties!! Or whatever real game designers do.

     

    Well MD, I go to pretty much every gaming industry convention in North America, and that a pretty close estimation to what exactly happens. I've snuck myself into more parties then I can remember!!

     

    edit: argh, that sounded like a pretentious post, sorry... but I do go to for work reasons :)

  4. Oh my goodness gravy! You mean I need to stop taking a nap from TDM and fire up DR again? Blergh. ;)

     

    It appears all of the release files are still in HTTPS:// THIS IS THE SVN SERVER /contributor/betamapper/goldchocobo/

     

    Now, as I remember (and as Tortoise SVN starts chugging away) forest terrain distance disappearance worked simply because of the visportals. It might be done by distance check, but I thought that it was redundant to do so while distance check-ed func_portals worked so well. Because STiFU approximated and didn't cut exactly along portal lines, the terrain section in front of a closed portal still remains visible. Any terrain beyond that gets culled away. If I remember the workings right, if the bounding box of a func_static even touches a visportal, it won't get culled.

     

     

     

    EDIT: Is is strange that this thread made me think of this golden oldie?

    BEWARE, I LIVE. RUN, COWARD! I HUNGER! RUN, RUN, RUN!

    Hahaha, I lol'd through this entire post. Good to see my old buddy MD around, NHAT wouldn't have been possible without him.

    And MD is right. Also, all foliage and whatnot is also culled distance based, since large visportals don't exactly work predictably. Netted me 15 fps that one, for all you outdoor mappers!

  5. Hi everyone,

    Well, I'm unofficially back. I've been wrestling with myself to perhaps finish off the NHAT saga, or in the very least update it grandly. By update, I mean fix a lot of the problems that have cropped up since it's release, both preexisting as well as newly introduced since it was released (its a 1.01 release, if memory serves).

    I also would like to add a few more features, rooms, loot, secrets, static meshes to things I wanted static meshed, and most importantly, re-market. I don't think NHAT was marketed well whatsoever on its first release. Shame, since I unhealthily dedicated 9 months of my life to it.

     

    Anyway, does anyone have any suggestions, or knowledge as to what needs to be updated in NHAT? I've been out of the TDM scene for awhile, refresh my memory :)

  6. I'm still playing through this one, but had a couple of positive notes.

     

    The awesome use of scale and heighth really makes this one a clear winner... I never would have thought that this was a contest mission with a limited width/length plane. Sure the beginning was a tad cliche (pickpocket the walking guard), but the mission progressed so efficiently. Loved it. Also, after having finally left the mines, and saw the huge building above me, with the swinging signpost and green fire, really struck me as awesome. It wasn't architecturally complex or anything, just really impressive to think I have to get up there! A nice change of pace from the mines - something I try to incorporate in my own missions.

     

  7. well I just get these moments of inspiration, I like to keep my mind active while I'm out of work..that and I would like to see Melans mission have much better Fps levels that it currently has.

     

    spent so about a dozen hrs optimizing the mission so far-

     

    - caulking so many hidden surfaces ive lost count..

    - changed most of the outside lights to non-shadows and removed a few.

    - have now sealed and VP'd 5 big areas of the map

     

    Just wonna crack the 30fps mark on the previously bad areas of the map and I'll be happy.

     

    -_-

     

    BK may I make a suggestion... i too have spent many a hour caulking endless surfaces, and may I recommend those hours are better spent rebuilding areas, visportaling, and noshadowing lights... I just never really noticed caulking surfaces to make any performance impact imo.

     

    Can't wait to replay it though!

  8. I liked AC1, but definitely noticed its flaws... Now I'm in the middle of AC2, and I would HIGHLY recommend it. Very enjoyable story, gameplay... its also HUGE and long, with a much larger variety of things to do (or not do, if you want to skip the extras). My biggest complaint is that combat is just too easy. Eh, nobody's perfect.

  9. I'm glad my anoott mission is providing players with long playthroughs and open-ended player involvement... it really was experimental, and although this is a bit of a shameless plug, I'm going to say it anyway: I'm dern proud of it, and it seems to be "working" (ie posters here seem to want to finish all the optional quests).

     

    Though of course I suppose some ppl probably don't like this, I respect their opinion :).

     

    Curious, has anyone here actually completed ALL of the optional objectives, or found all the loot?

     

    Ah, I don't think I've finished the loot requirement. That explains it. A good reminder why one should include an "when all other tasks are finished..." to objectives like that. <_<

     

    D'OH, good point!

  10.  

    That was the only thing that bothered me about NAHT. 3 missions of being a sneaky as possible, then on the way out

     

    Thunder clap/lighting strike and guards see me scaling the wall and shoot arrows in my back.

     

    Didn't ruin the mission for me, but it deffinately forces non-ghost success.

     

    There is a way around that... climb up behind the crates as you scale up (or coming INTO the mansion) to block the view.

  11. Wow, really fun series. You put alot of work into it shows.

     

    I think mission two was my favorite, such a great city to roam. Of course the shapel in the first map was awesom too.

     

    You're really good at stashing loot. I thought I had covered everything pretty well but came up short in all missions. Finished all the objective though.

     

    Are you done with your next yet?

     

    Not sure... Im buried alive in work at the moment, and I've been getting many requests to join some certain mapping teams. I'm only one man... just not sure :S

×
×
  • Create New...