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Everything posted by Jetrell

  1. It seems like I should get a VPN. Are there any good, free VPNs?
  2. What you are describing sounds very interesting. Would you be willing to post some screenshots of your quick demo or even better, would you be willing to make a video?
  3. This is the link to the pic, Bafford's Manor in Sims 4 https://i.4cdn.org/vr/1630313113967.jpg
  4. @ Kurshok: You're upset about voting for Biden because he's pulling out of Afghanistan? I hope you realize that Trump also wanted to pull out of Afghanistan, his plans which were already in place were to pull out on September 11. The only difference being, Biden wants to pull out by August 30.
  5. @ Zerg Rush: Are you the artist that made this map? It is exceptionally well made, my compliments. If it's yours, would you be willing to add some Bridgeport districts and locations to this map?
  6. Just my two cents, I think computertech82 is either ignorant or a troll but probably a combination of the two. Even a blind person could easily see that there's no comparison between the graphics of the "original thief game" and TDM. Nothing to see here, moving on.
  7. Not necessarily... What I gather from reading SeriousToni's inquiry, the player would be playing as a guard so by definition he wouldn't be a non-player character (NPC). Exactly I don't understand why we would want to limit creativity. It is why I'm advocating for finishing MirceaKitsune's dragon asset. A dragon might not necessarily fit your definition of our "general theme" but for others, a dragon might fit perfectly into their definition of our "general theme". Also, why must we desire to constrain people to fit into any "general theme? Wouldn't that just promote stagnation? This is a community project with a vast array of people with diverse ideas and interpretations. I think it wise to advocate for more creativity vs less. Build it and they will come...
  8. I think this is a tremendous idea with so much potential. The guard's mission could be to prevent a crime which would offer lots of adrenaline fun but there could also be a scenario where the guard is instead a Detective (or a Private Investigator) that has been sent to solve a crime that has already been committed. Depending on the individual, sleuthing can involve a lot of stealthiness so the player could use a lot of his thief skill-sets.
  9. There's a bigger issue, MirceaKitsune is currently stuck and needs help completing his dragon. I don't have the skills to help him so I keep hoping that someone here will step in and help him...
  10. I can think of many great ways to include a dragon into a mission but the first thing that comes to mind is the encounter with Smaug from The Hobbit. I really hope this dragon asset gets finished, I've been hoping for a dragon for years and years. @ MirceaKitsune: I know you're stuck but please don't give up on your dragon, it's beautiful!
  11. Is there room for clay-craft in this discussion? I like to make my models from the good old earth This one is about 2 feet in height and weights in at about 50 lbs...
  12. I see, thought for a moment that you were Tim "Kew" Jervis, sometimes people switch or have more than one online alias. I agree with you, love using the Unreal editor and playing co-op. Those were some fun times, hard to believe it's been 17 plus years.
  13. Are you also the author of "The Illhaven Saga"?
  14. For what it is worth. I worked on Nightblade and yes, that project is now quite dead. Originally it was going to be a UT2004 mod which was designed to replace the aging Thievery mod however, UT3 came out in the interim so it was switched but unfortunately the project's development dragged and eventually canceled. I can tell you that a tremendous amount of work was completed but there was still a lot more work to be done. This link will take you to Nightblade's UT2004 alpha release database. It's playable. http://www.thievery-customs.com/
  15. Thanks, I totally understand. I was just asking (and hoping) but I understand that there isn't dev time to make such a thing.
  16. OrbWeaver said: But there is no way to solve the learning curve and time investment problem. ~ I understand what you are saying but wouldn't you agree that having a DarkRadiant "lite" version would certainly lessen the learning curve and the time investment problem? I would think that would make building FMs more accessible to many more people. OrbWeaver said: Even if it were somehow possible to make an incredibly dumbed-down version of DarkRadiant, what you'd end up with is the Microsoft WordArt of level design, which might allow absolute beginners to churn out almost identical maps which they thought looked awesome but everybody else had seen hundreds of times already. It would hardly be worth the effort to create such a tool given the low quality of work it would produce. ~ Not necessarily. What I have in mind would work something like this, there would still only be one DarkRadiant but within it would be a "lite" section which would have just the basic components necessary to make a FM. If the mapper wanted, they could still add components from the full version section of DarkRadiant, which would prevent beginners from churning out almost identical maps. In addition, this new feature would give people a lot more freedom and like Snowy said in his/her post, "new content creators that are less interested in visuals and more interested in story telling". A "lite" section of DarkRadiant could open up a new way for people to create a completely different type of content. OrbWeaver said: Admittedly I've never used UnrealEd, and maybe it is absolutely awesome and intuitive, but I find it difficult to believe that you could spend years and years creating content for Unreal but find DarkRadiant to be beyond your reach. ~ I'm not saying that I couldn't learn how to use DarkRadiant. I'm just saying that, I haven't learned how to use DarkRadiant because it would take me weeks, months, years to learn. That is the sole reason why I haven't learned how to use DarkRadiant. I would however be more than willing to learn how to use a DarkRadiant "lite" version and I'm sure many others would too.
  17. A DarkRadiant "lite" version would solve several problems. It would solve the massive learning curve and time investment problem. It would make building FMs more accessible to many more members of this community that haven't been able to make their own FMs and it would also bring in completely new members into this community. Think about how many people have taken the time to download DarkRadiant but when they opened it up they said, no way can I do this... I would love to make FMs for this community but I haven't because learning how to use DarkRadiant would take way too much time and effort. I have years and years of mapping experience but it's all based on various Unreal engines which as you already know, is completely different. One more thing, I'm not saying anything bad about DarkRadiant, it's obviously an excellent tool.
  18. I think it's safe to say that switching to another engine isn't going to happen. However, is it at all possible to develop a DarkRadiant "lite" version?
  19. I totally agree with everything Snowy said. DarkRadiant is an excellent tool but I feel that it is far too complicated for many to learn and use. I have years and years of mapping experience but the thought of sitting down and spending days/weeks/years learning how to effectively use DarkRadiant has prevented me from doing so. I would love to see the development of an easier and more limited tool. I would defiantly use that tool and perhaps from that I would go on to finally learn how to use the full strength version of DarkRadiant.
  20. The link below will take you to Nightblade's UT2004 alpha release database. I can't find anything from the UT3 mod. http://www.thievery-customs.com/
  21. For what it's worth... I was in Peace Corps in the 1990s, and lived on a small Pacific Ocean island in Micronesia. In order to survive, the people of Micronesia live very close and very connected to the land and sea. The older generations, who were born in the early 1920s, would say that they've seen lots of bad changes in the environment. The ocean had risen, it wasn't as clean, the coral reefs were dying, and there were a lot less fish... The temps were hotter, it rained less, there were bigger and more frequent storms etc... They would go on and on about their sinking island. After Peace Corps I got a job working for the government, they keep track of a lot of things including the chemicals in the land, air, and water (oceans, rivers, lakes, aquifers etc…) and every year the number of toxic chemicals grow both in quantity and type. It doesn't take a genius to know that there's a point of over saturation, where life is no longer sustainable. They know how many automobiles we have and how much pollution they produce, they know how many factories we have and how much pollution they produce. They know how much thrash we produce and where it goes and what it does to the environment and us. That's just the tip of it, they have a lot more data and they also conduct tons of research (deep earth core samples, biospheres etc…). It's completely true, in the past our planet underwent tremendous amounts of change and it can withstand a lot of changes however, it has never experienced this type of continued and toxic assault (also, add to that our ever growing and demanding population). What we are doing is not part of the normal cycle of the planet. To this point and what most people neglect to say is that the vast majority of those "normal cycle of the planet" changes occurred in the very distant past, before life even existed on our planet and the changes that occurred while there was life, well, it nearly extinguish that life e.g. Cretaceous-Tertiary extinction and Pleistocene period (Ice Age). The politicians know all of this but they don't admit it because they're just living for today and they don't want to lose any votes. We have to face the facts, we have to acknowledge what's truly going on and then, and only then, will we have the proper resolve to make much needed fundamental changes or there won't be a tomorrow, at least not for all of us. I apologize for my rant, I just couldn't resist.
  22. @ demagogue Thank you, that's all very good advice. I often look for these types of "events" in movies and books that I see and read. I try to steer away from taking things away from other people's maps because I don't want to be accused of stealing plus, I want to keep my events/maps as original as possible. But I understand your point, taking inspiration from other people's work seems permissible as long as it's only inspiration. Oddly enough, I've gotten quite a few ideas from watching old cartoons like Thundercats and even Tom and Jerry. My search continues...
  23. @STRUNK Thank you for suggestions, these are great!
  24. Thanks for these links, they are very helpful, somehow I forgot about TTLG. I glanced over these links and will go over them more thoroughly later on but what I'm really looking for are specific events rather than broad mission ideas. For example, the player comes across a NPC who will yell for the guards but if the player bribes the NPC he will remain quiet and if that goes well maybe the NPC will tell the player about a secret way to enter the house down the lane. I'm looking for little events that can be placed in a bigger mission.
  25. Is there by any chance a repository of "thieving event" ideas somewhere in these forums? I'm not talking about ideas for an entire mission, I'm just talking about single events or NPC encounters or small quests or even a puzzle that could fit into a larger mission. I ask because I'm building a mission and want to add a couple clever side events to fill out my mission. I've searched these forums but haven't found anything. Thanks in advanced for your help,
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