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7upMan

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Posts posted by 7upMan

  1. 7up, could you post a screen of a close up of the steps, just want to make sure it's the right texture.

     

     

    Well, here they are, from both sides. As you can see, there are no errors here. I'm using an ATI Radeon HD4870/1GB with Catalyst 9.10.

     

     

    A quick note about the windows being transparent: I absolutely love that you can peer inside or outside. I wouldn't have it any other way. On the other hand, my graphics card is powered by a AMD Phenom II X3 720 BE overclocked to 3.4 GHz and backed up by 4 GB RAM, which makes it one of the most powerful computers among the Thief players. That being said, I'm always into trading fps for immersive detail, even if it means that my fps fall below 20 (I have 4xSuper-sampling Anti-aliasing enabled to get more beautiful looks, so this happens every once in a while).

    post-3427-126140486529_thumb.jpg

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  2. Yeah, back in the day lots of games supported both APIs. Homeworld 1 quickly springs to mind. OGL rendering looked better than DX, with less rendering errors, iirc.

     

    But I can understand why the game devs moved to DX (almost) completely: OGL is made by a consortium (the Khronos group), so it takes them much longer to implement any changes. Micro$oft doesn't have that problem, they can change and expand whatever they like. Also, I think OGL was never intended for gaming, much like DX is never really considered for huge applications like CAD.

  3. btw I really like the

    sitting builder facing the door in bright light. Took me quite a while to figure it out. I got close to the door, crouched in the corner and opened the priest's door which put me in a shadow. Then I opened the builder's door and frobbed it again to stop it as it got about third open. Light was coming out but I could just see the torch on the wall but the builder couldn't see me because the door was mostly shut. I shot a water arrow through the gap and doused the torch then opened the door and crouched in carefully. After getting the stuff and feeling very proud of myself I found the other door! Still, I don't suppose it's any easier that way unless you can KO.

     

     

    Fidcal, there's an even easier way to douse the torch.

    Did you notice that the sitting builder gets up from his chair every now and then? I opened the door opposite to him (to the room with the giant cross), waited left of the door opening until the builder got up, and when he was not facing me, I leaned right and shot the water arrow at the torch.

    Problem solved.^^

    • Like 1
  4. Here comes my feedback

     

     

     

     

    the bedroom key has no use.

     

     

     

     

    Bernie,

    I don't know if I did it the way Xonze intended it, but I crept near the guard as he tried to open the bedroom door, and when it was about to close I frobbed it so it would stay open. Problem solved. ^^

     

     

    Also, I second the opinion that the mission was a bit too bright. But instead of changing the Gamma, I just lived with it.

  5. Okay, here are my two cents.

     

     

    First, I attached a screenie to show a certain stone picture (that of the stairway up to the second floor). I'd really appreciate if you could use another texture, as this one is just plain ugly.

     

    Second, I didn't find the secret storage room, and so I also haven't gotten to the 1000 loot. Right now I'm on 830, iirc.

     

    I too noticed the odd sound problems, with me being able to hear every AI walking and opening/closing doors. 

     

     

    All in all a very enjoyable little mission, and I didn't have any trouble playing it on Difficult. Also, there were no texture problems with the front steps. However, I noticed that the sky rotates when I look up (I have this problem with several FMs, and even the wiki mentions it. Seems to be Radeon-specific.). Maybe you could ask GameDevGoro what he did differently, because when I played his FM, the sky behaved completely normal.

    post-3427-126134737391_thumb.jpg

  6. Okay, I've finished the FM. It took me 1:44:32 to get the 2175/2410 loot. Here's what I think.

     

     

    The readable page lying on the table bevor the tunnel should have a mentioning of the docks. Maybe something like "the tunnelto the docks is open" or something.

     

     

    Also, there are several rooms with odd lighting, or rather lighting that shines through walls. Please see the screenies for examples.

     

    All in all an excellent mission that makes very good use of the available space, much like "Minerva Metastasis" for Half-Life 2.

     

     

     

    Edit: I forgot to mention two things. First, the sky in the FM didn't rotate when I moved my view. There are a couple of FMs out there that have this annoying bug (it's already in the wiki, but there is no solution that works for me). Seems you did something right there, GameDevGoro.

     

    And second, on my second screenshot you see that although I have plenty loot, my total loot is around 200. Is this a bug, or is it intentional?

     

    post-3427-126132762035_thumb.jpg

    post-3427-126132762811_thumb.jpg

  7. Hi GameDevGoro,

     

    I finally found the time to start and test your FM. First question:

     

     

    In the room with the dead tavern owner (who lies flat on his face on my computer), there is that shaft that goes down and up again. In the room it leads to, there's a door. I can't open or even frob it. Is that intentional?

     

     

    Second: 

     

     

    That tunnel in the bar, behind the wall painting, is way too low for me to crouch. Am I not supposed to enter it?

     

     

    Third:

     

     

    Right at the starting point, there's a frobbable door on my right. However, I didn't find any keys to it, and I also couldn't pick it. What am I doing wrong?

     

     

    Fourth:

     

     

    Also on the starting position, there are those white packages/bales. I can frob and move them. Do they serve a special purpose?

     

     

    So far it's a beautiful and immersive map. I'll continue and hopefully finish the map tomorrow, so I can give you full feedback later.

    • Like 1
  8. Thanks, guys. After a little trying I managed to do it.

     

     

    Turns out I had canted the hammer slightly by not pushing it in exactly the direction the mapper had intended me to.

     

     

    All ist well, and now off to the thingy that makes the statue weep. You don't happen to remember where that was?

  9. Hi guys, regarding the door discussion, why not make two different sets of doors: the ones you can open have the usual door handle , while non-openable ones habe a round door knob. This way you can see from afar if you should bother to frob it. Just my two cents...

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