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Everything posted by wesp5
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Then something is indeed wrong there and the holy water arrows are making too little damage to revenants...
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Of course. But to get new publicity people have to recognize that TDM is different, because just being on Steam nowadays does not mean a game is good anymore!
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I don't think this would matter as much as some people thiink, since there are too many really bad games on Steam nowadays, especially some mod turned into standalone games like the recently released HL2 mod "Hunt Down The Freeman"...
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If someone is working on this, maybe he might also look into a feature suggestion of mine, namely add a "Select all missions" option with a connected script below the "Select for download" option: http://bugs.thedarkmod.com/view.php?id=4492
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Maybe he started downloading missions without checking for anything first and after that it's basically impossible to recognize the missions that came as a default. Again I recommend to rename them to something more obvious to make them appear at the top of the list!
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I know it probably has the much inferior stealth system overall, but VTM: Bloodlines has two stealth indicators: A bar representing the darkness of the player location and a number on top showing the probabilty of enemies to detect the player. Judging from left-over icon graphics in the game files the probability number was added later in development on top of the brightness indicator, probably because Troika noticed that a simple combination won't work. On that I agree with Springheel, you'll need a halo around the lightgem or similar for a seperate AI indicator!
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No design constraint. I already did a patch that makes this possible for all normal oil lamps!
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To compensate for the added difficulty I recommend to have all light sources be extinguishable if your are close so that you at least have no worries once you reached a light...
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Would "time rewind" be possible in the TDM engine?
wesp5 replied to Lavender's topic in The Dark Mod
I think Dishonored 2 and other games use teleportation between different parts of the maps to simulate different times. -
So would it be possible to create a The Dark Mod hub now the game has been greenlit? Even if moving it to Steam still takes time...
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I don't know, I rarely use anything beside the blackjack myself . Still announcing a new version that has new weapons or items or similar beats improved graphics all the time as people lust for things like that! I even notice this on the Bloodlines patch, people always ask if the next version has new maps or features and don't care about bug fixes. Also I'm surprised that there is no TDM board in the Steam community, like e.g. as a Doom3 board. The Bloodlines patch isn't available on Steam and still I get a lot of discussion in the normal Bloodlines board...
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Indeed, but I don't think many mappers do this on their own very muich when it's a lot of work that's probably used for one mission only. Where are new kind of special arrows? Caltrops? Easy installer? Kicking? Burricks? Werebeasts or whatever enemies that were discussed lately? You won't get players to vote for the mod each year by improving EAX or soft shadows. I know it's the choice of the team to not add new features but then nobody should be surprised that the mod won't stay on the center stage forever ...
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Okay, I think it's time to get some angry replies here again , but I would guess that could be because TDM doesn't change anymore in a way that normal players can see. Compared to the likes of Dishonored with a similar playstyle and tons of cool powers and weapons, TDM sticks very close to its roots and probably hasn't added a completely new gameplay feature or weapon or similar since 2.0, so people just got used to it and looked for something new...
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So why is this not included with the mod itself?
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In context with this topic a Steam release would be even more problematic as you wouldn't be able to choose which version to continue to map for...
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Speaking on which, if someone is going to work on this, why not make it the use button to start or at least add it? I always found it strange that it should be the attack button because in Bloodlines on laggy computers this results in people actually attacking the first moment of the game which can be noticed...
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There is another problem here. On one side he claims that all the missions play too similar and on the other hand the mod updates are too often. In my opinion even when the mod is updated, it's updated very conservatively. Everything really changing gameplay (exstinguishing oil lamps, throwing holy water, pushing enemies, caltrops and more that I can't remember) is mostly disregarded...
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That sounded really interesting! Why don't you try to finish it? Screw bad aligned carpet textures, finish the map, release it and fix the carpet later...
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The same is true for the Source engine which is based on the Quake engine, so it might be relevant for the Doom3 engine too. If your FPS are higher that 90 you will regularily get stuck in opening doors and if you go even higher you can't push some physical items anymore...
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You shouldn't, especially with this topic because Valve already tried to monetize the mod scene multiple times and will probably keep trying...
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I meant the new random playing tips that are being displayed on the side of the main menu in the most recent TDM version...
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I hope most of these secrets are now explained in the loading tips!
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Maybe you could upload all these assets as TDM addons to the ModDB, there they could stay forever!
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To me too! Maybe make it switchable in some option menu for hard-core players who don't want it.
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[Resolved in TDM 2.06] A proposed change to mission names
wesp5 replied to AlexDiru's topic in The Dark Mod
It was probably me who brought it up again and again, because I'm known to be stubborn . I even made my own patch to fix naming issues in the internal mission list, but I couldn't fix the ordering because this needs a recompilation of TDM, so I'm thankful that Alex did this and hope it will end up in the next TDM version! But if indeed the show-and-sort-missions-differently method is choosen, then the web mission list order should be adjusted because that does the simple alphabetical sorting. @Springheel: According to the web mission list there are only 4 "A" missions, probably because some of the others are part of series which start differently. Speaking of which would these use the same show-and-sort-missions-differently method as the main missions or keep the simple scheme? I see some inconsistency coming up...