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Ladro

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Posts posted by Ladro

  1. Normally I killed Pulseaudio (you have to kill autospawn too), and I used Alsa instead.

    But now I use an external sound card USB (soundblaster creative), and now Alsa in TDM it's not working unfortunately with this external device (i have no sound at all in TDM with pure Alsa). He works only with PulseAudio active, but I have random glichy or lag, that I can repair on fly only by exiting to the main menu, and change left with right option ("yes" or "not").

     

    I'll do more tests, that's sure, I hope to find a solution :-D

  2. I have the same problem here.

     

    With standalone and PA, I have glitchy sounds all the time. I stopped PA, stopped also the autorespawn, but I have problems because I use and external USB soundcard, so Alsa it's no working.

    It's not possibile to have a script in standanlone that if he found PA, he use instead something different?

  3. I think it really depends on the mission setting, too. But it could be good for any mission were you start with nothing, and have to prepare for the big deal. For example a little city section, where you can break into the houses to get some loot or pickpocket some people, then get to a dealer hidden in a sideway and buy some equipment to finally break into a castle or manor or whatsoever.

     

    In addition, not all missions have to have one target location only. A mission could also be about getting a certain amount of loot in a certain location (I guess city sections fit most here, but it could also be something else). Some parts may be accessible, while others may require specific equipment, which you have to get some loot first before you can enter. Or you don't know where your target is etc...

     

    The main idea behind me creating scripts such as this is to provide the possibility to create things that may differ from the general thief experience. Whether or not they are used depends on the mappers. Just because they exists it don't mean that they have to be used and just because someone says that it may be a cool feature it don't means that he or she wants it to appear in all missions.

     

    I quote and subscribe every word :-D

  4. I agree with Springheel about a thief planning a heist. The thief may not know exactly how many rope or water arrows are needed for a given mission, and my have to guess. I no longer care for the idea of a store that could be accessed at any time through a menu, I agree with Sotha that it would feel artificial. I still see a place for a physical location within a city setting. I imagine a mission where the city streets are your first obstacle. You could steal loot throughout the city to save up for helpful equipment that will aid you in your heist that will take place in a castle or manor within that city. "Life of the Party" comes to mind.

     

    I don't like too a store always accessibile by menu, I never said that.

    I said only that sometimes a live shop in game can be really interesting for some different gameplay in a mission. I mentioned the T2 mission of Sterlino "Horn of Canzo", that's a great example of what I mean.

    Shopping *before* game, IMHO, if it's not related with some strong clue in the story of the text briefing (you remember when you can buy a map, o some text tips to enter in a manor in classic Thief missions), or some interesting cause for the gameplay, it's not useful. That's why a lot of times (not always) I don't like to buy equiment before a mission, and normally I like a mission where you have to find in game your tools to progress.

     

    The ancient romans said: "De gustibus non disputandum est" :-D

  5. I don't see why it's artificial...I would assume a thief would plan in advance for a heist, and part of that planning would be spending money on equipment.

     

    On the other hand, the idea of there being "stores" that have shelves full of tools for thieves, strikes me as a little bit silly, like a modern store full of high quality spy equipment on the shelves. I would assume thieves would get their tools from underground dealers or backroom importers, the same way people buy illegal guns today.

     

    I'm not totally versus with the idea of the shop before the game, but for the gameplay it sometimes (IMHO) it's annoying. I have to choose in advance if I need 3 rope arrow, rather then 5, or if it's better to buy more water arrow, or some mines. Sometimes I'd like to choose *in* the game, not before the mission, when i cannot know what I need. Choose the right tools, before, it's not a game skill, IMHO. Of course if a mission it's well made, you can find these tools in game.

     

    This is the first point. The second point is if it's possible to stimulate some new gameplay by using it (the gold) live in some way *in* the mission.

     

    An example, as said: I remember the Sterlino's mission (Horn of Canzo) where it was a must to search every piece of gold hidden in the first part of the map (a cavern and a little with waterfall), to buy in the shop the equipement needed to make a progression in the map. Great idea, great gameplay, IMHO, because otherwise I would never grabbed all the gold.

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  6. I see logical reasons why ingame shops have not been seen yet. They require the map to exhibit a) the robbing target location and b ) a neutral location where to sell. If this requirement is not met, the ingame shop will feel artificial.

     

    This risks making a horribly unfocused mission like The Alchemist. Nay, all the better missions have a single location they do well: a city mission or a manor mission. Difficult to do both at the same time properly.

     

    I await with great interest any works that will change my views. Only a successful map will do, not opinions.

     

    I understand your opinion, and it's absolutely true that it can be really artificial to have a shop with a mono-location map (generally speaking, any not big map). It's really strange also that a thief uses a shop to buy stuff with gold rather then be a thief :-D

    But in gameplay logic, I see that having shop *before* a mission, as it is now (and the concept was as is in the first Thief), it's *really* artificial too, and normally I hate to buy equipement when I don't know what I really need in the mission.

    A live shop justify also *why* in the game we need to grab gold and jewelry, IE to buy some stuff that it's needed to have a progression in the game itself. It can be used to have some really interesting story and gameplay, IMHO.

     

    I agree it's really challenging, but as you say, only good maps can make a demonstration.

  7. That's good to know. I agree, Thief Gold is totally awesome!

    [/size] That is a really great idea! For some missions it would make sense to have a physical location, e.g. a town setting. Manors and woodsie places could just have a menu that could be accessed the same way you would access the objectives screen.

     

    "Whatcha buyin'? Whatcha sellin'? :P

     

    As Obsttorte said, there is already a script to make live-shop *in* game, but nobody used it till now.

     

    I hope some missions will use it in the future, because IMHO it's a great opportunity for some original and effective gameplay in a FM, rather then buy equipment *before* a mission that, always my 2 cents, it's a completely nonsense.

  8. You could buy equipment for a mission from the gold gathered in the previous one :P

     

    BTW: IMHO a live-shop *into* the mission (and not in the beginning when you have no idea of what you'll need) it's a great idea for the mod.

     

    I remember a great mission for Thief2 by Sterlino named "The Horn of Canzo" with this kind of live-shop in game (a scripted and very simple one, but it's works). So if you have to buy something that it's really important for the mission, you have to find gold before.

  9. I can think of a bunch of interesting things coders could do that wouldn't break existing maps.

     

    1. Sound masking (already mentioned)

    2. Coordinated searching among AI

    3. High/low security areas

    4. Get facial animations working

    5. Expanded RIT system

    6. improve AI reaction to arrows

    7. Expanded alarm system

    8. Improve trap/damage system

     

     

    That's just off the top of my head.

     

    And swimming "à la Dishonored"?

  10. I've spent eight months of my free time making map for TDM. I've done my part. If the lights don't work properly I don't know what to do.

     

    Your map it's, IMHO, a great map. The light problem, it's not a problem, it only affects some kind of gameplay and in some specific condition (and only in the city, out of the museum).

    I found also that performance was very good, despite the size and the (high) complexity of the map.

     

    The 5 lions are not easy and not too diffcult to find, just the right.

  11. Of course google incresing power is a huge problem, but here, as you see, it's a computation problem.

    Making indexing and ranking results, it's a not trivial problem. Of course there is also an interest for google to manipulate information in some way. But to have some results in 1/x seconds of computation from billion and billion of requests every second, it's primary a computation/resource limit.

     

    You say "it's not possible to have a deeper search also if I want to wait more", and that's true. But you can make search not only with Google. Google it's not indexing the entire web, it's only one source of the net. A big source, of course, but not the only one.

     

    To avoid this kind of monopoly, it's better to use meta search.

     

    Have you tried, IE, http://duckduckgo.com ?

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