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DingDong

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Everything posted by DingDong

  1. I think that you'd have to make players aware of this feature in a tutorial then. For them to use this feature they must first observe the AI's path and then they must utilize it when the said AI isn't within hearing range. It would promote slower gameplay I think. I think the main issue is probably that it wont have that much of an effect on game play, people who ghost wont ever know about it unless the map forces you to use it. Might be too gimmicky even though it would be realistic. I think that in the end it would probably be too much work for the minimal reward even thought it would be insanely cool to see. I understand also what you mean about elegance in that it would be difficult to utilize effectively (Whereas everything else is straightforward) because you have to remember quite a bit of data and it would only come in handy in situations like described in the first post, but how many situations like that are there? Then again such a feature would have been insanely useful in some Thief 1/2 missions.
  2. I figured it would be too much for a mod team to do and to be honest I didn't expect the suggestion to be taken seriously, it's just how I think it should be done if it were to be done. Perhaps the people making Thief 4 should do that, would definitely be something that's never been done before. I think though that it wouldn't bug out too much as long as the logic is correct - NPC's would draw a line of sight to your location, if you make sound and you're in their line of sight they're suspicious, if not then no they aren't. If a person who patrols that path hears you (and knows that no one should be there) then they become suspicious regardless unless there is another path that would explain to them why they hear footsteps, but they again trace line of sight so if you're in a shadow thats in their sight your cover isn't effective. In theory the algorithm doesn't seem all that complicated at all. Also my idea is that it should be done with AI patrol paths - that some area is drawn around the path within which you may walk, around each NPC is a circle within which the path is "cancelled out" (People who walk their own path know what to expect). So it only works with NPC's other than the AI's path that you're using as cover.
  3. This is how I think it should work: I am thinking of an AI path saturation principal. I don't know if it would be easy to code but it would sort of work like this: Along the AI path you have allowable "sound bubbles" that is to say if you travel roughly along the path people wont suspect a thing, around the NPC is another sound bubble and if you're in the intersection of the two bubbles your cover is blown for that path; however if there is another path your cover isn't blown. You would however have to keep pretty close to the path and walk at the same rate, i.e running should alert people. In the case of the servant in the kitchen the saturation would be the whole room (because his path is all around the room) thus when you knock him out and begin walking you are covered. Ideally though there should be a sight checking system so that if you make noise people look there and if they don't see a guard they become suspicious. So it only should work well if people can't visually see the path.
  4. It shouldn't , it's just the fuel being oxidized so as long as there is oxygen and it isn't severely disturbed it should keep burning.
  5. I think an arbalest (heavy crossbow) would easily generate enough force to kill a person even with a blunt end (The reason they had hand cranks is to be able to crank mechanical work into the crossbow to be released in the form of accelerating the bolt) . These heavier weapons were strong enough to pierce STEEL plate so knocking someone out would be easily accomplished, these weapons had basically the strength of a horse's kick behind it so this is very powerful stuff. The question is, why would a thief have something THAT powerful? I think it would be more suitable for a mission where you are a medieval sniper or something.
  6. I liked the mission overall , especially the crown replacement part but I couldn't ever shake the feeling that it was a bit too cheesy in the sense that you were always just finding keys in a rather limited space before opening some other area, finding a key there and going elsewhere. I guess it felt too monorailed and too much find this, find that, do this and then that in this precise order. The mask placement I did like and the fact that you can go through the fire places to cut your routes short and make it easier. I guess the issue was that it felt constrained, I could always figure out where I had to go and what I had to do. The mission for me was just moving a few objects around and finding what I had to get to go to the next area.
  7. The combat in this game is really good, in fact I completed all the missions in "assassin" mode where the goal was to kill every last guard and servant (And the lord/priest of course) preferably with a sword . The armor is pretty well done in that you can instantly tell where you can hit and where you can't. For this reason alone the regular guards are actually much harder to kill than hammers because you cannot stab them in the head from behind, you have to stab them in the face (or shoot an arrow in that region).
  8. I think even in the originals you weren't a very fast runner, what seems to be missing is a speed potion for a full very fast sprint.
  9. <br /><br /><br /><br /><br />I always ghost myself and I have beaten most missions in thief 1-2 ghosting on expert as well as the maps for this mod. What I mean is think of something like the thief's guild in Thief gold where you had to do some careful observation of patrols to just barely get by guards/open locks and where you had to do some nifty rope arrow placement/moss arrow placement to get by some guards. That's what I mean, where it's hard to ghost. <br /><br /><br />Good stuff, I want something REALLY challenging.
  10. I dunno if I will get to map any time soon, but in my opinion maps need to be epically difficult on expert. I remember on expert some maps in Thief 1 took literally hours to complete and when I was done it was so satisfying. I think mappers for this mod definitely should strive towards that sort of thing. Also, I already mentioned it but I hope for some convincing undead, undead are always a bit harder due to the psychological stress they cause.
  11. It's great overall, there are some minor flaws, which have been mentioned, but they don't bother me very much. I can't wait for the undead, those missions are my favorite! Hopefully someone will make a really scary mission.
  12. Well I have beat all 7 levels now, the pairs were all pretty easy now that I know what I am doing. 3 at once was hard because they kept pushing me out of the actual arena . It's overall a very good system but it annoys me a bit that the enemies keep running right into me and somehow blocking hits while being pressed up against me. Weird!
  13. Well I am not that badly trained! I managed to dispatch the Thug+hammerite combo (Did an overhead slash into the thug's head) but I do understand that it's not meant to be easy to fight at all. I would say that this game got that right - enemy numbers actually do make a very huge difference 1 on 1 you can generally win , 1 on 2 you have much less a chance.
  14. Ive done the tutorial but so far I can only get up to the guard+hammerite before I get raped and can't defeat them. The combat is a bit awkward in that it isn't clear when your opponent wont block your strike, it seems kind of random and the only guaranteed time you can hit is during a very small window of a counter attack. I have had a lot of success just bunny jumping around my opponents and slashing like nuts but surely this can't be the way. Blocking seems to quit working once you have more than 1 enemy against you since they often attack both at once.
  15. Wait you mean the place that you go to by elevator with one guard? Well I guess that makes sense now...Lol, I was kind of expecting some haunts or zombies I guess. Just seemed to small to be a "real" crypt Lol
  16. By the way, I also wanted to ask: 1. Saint Lucia seems incomplete without the crypt added. Is it going to be added? 2. Even this map seems to be larger than the standard Thief 3 maps, how large are you capable of making maps? I played Doom 3 a bit and their maps seem to be pretty big.
  17. I just finished playing it, beat the map in 52 minutes with 0 kills and 0 times being spotted 2002 loot (Apparently there's another 500 I missed somewhere) . Overall I think the mod stays faithful to the thief series much more than Thief 3, it feels like I am playing an updated Thief 2 (or Thief 1) with newer graphics and nifty additions. The physics interactions are very good and convincing. The way the character moves especially the mantling is probably the best I have seen, its very fluid and intuitive making climbing things much easier. Definitely an improvement over the original climbing. The AI seemed to do everything it should and the patrols were again an improvement over the original Thief 1 and Thief 2 - the guards seems to glance around more often and had more unpredictable movement patterns often turning around to close a door (That caught me off guard) , they also seemed to react to motion very well, that is I had to stay perfectly still for them not to say anything. Their reaction to sound I am not so sure about, at first I wasn't sure how quickly I could traverse terrain but found that crouch running generally didn't alert anyone if it was stone floor, that seems fair enough but dropped objects seem to be a different manner. I was fiddling around trying to pick up a golden plate and accidentally knocked it off with a candle, there was a loud CLANG and a guard like a few feet away, he didn't seem to react at all. Kind of odd especially how loud the thing was. The combat seems to be good because enemies are a very actual threat, more so than in the originals but I still haven't figured out how to work it, I always get killed in a fight (Not that I generally do but its definitely tough). The story was also pretty convincing (as well as thiefsy) and made me feel like a complete dick especially when I read that the statue is meant to give hope to the disillusioned masses and I ruined it all . Overall the mod felt very intuitive to me and easy to get into as well as being professional and faithful to the originals. Also, is it just me or do the Hammerites sound almost exactly like the Black Guards in Dark Messiah? Lol!
  18. <br /><br /><br /> The last solution worked! Thanks!
  19. Seems that yes there is one, it's named config.spec and the size says 0 Kb.
  20. Help guys, I have the same problem but each time I edit DoomConfig it reverts the settings as soon as I launch the game
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