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Petike the Taffer

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Posts posted by Petike the Taffer

  1. Sorry for resurrecting this, but I'd like to take a stab at translating your FMs some time this year. Might as well, now that the main phase of my initial translation project is over. Preferrably, I'd like to receive the most up-to-date versions of your FM texts. Let me know if you still have interest.

    • Like 2
  2. You're not alone with this, I do some pointless stuff as well. For years, I've been playing as a "white hat" gentleman thief in FMs. If I knock someone out, I make sure I leave them in a reasonably comfortable place, or try to avoid leaving them out in the cold. Even moving the knocked out people to a better spot, once I have the chance. I've done these things in all Thief games, so extending that behaviour to TDM felt second nature. If there's a bed nearby, I try to place knocked out people in bed (easier in TDM than in the original games). Sometimes, I even arrange the stuff that I put aside or temporarily borrowed.

    • Like 1
  3. And I think TyroT made that video, didn't he? Or played a big role in its creation? Like he maybe did the clock and the music, and edited the vid, etc. Unless I'm confusing this one with another early trailer that he played a decent role in creating.

     

    The music is by TyroT, not sure about the rest.

    • Like 1
  4. It's early autumn. April Fool's is still far, far away.

     

    You forgot "kill-streaks", or whatever inanity the CoD generation and zombie-obliterating keyboard warriors are drooling over these days...

     

    That said, I wouldn't mind an optional fan addon for changing the bow kit into a crossbow kit, if someone would like to vary the missions up a bit. A single-shot crossbow, please, lots of lovely historical types to choose from (that, and repeating ones are actually not that great). Same with an addon with one or two other short sword types. Maybe a falchion or a messer, both would still fit a thief character.

     

    The rest ? Hell naw. Even as a joke, it's just pointless clutter.

    • Like 2
  5. I've done some updating on the Fan Mission info over at the wiki:

     

    http://wiki.thedarkmod.com/index.php?title=Fan_Mission_Series - the list of all currently known series or campaigns of FMs

     

    http://wiki.thedarkmod.com/index.php?title=Fan_Mission_Contests - the list of all FM building contests to date

     

    http://wiki.thedarkmod.com/index.php?title=Fan_Mission_Design_Discussions_Archive - a little archive of past discussions on FM design (still a WIP, primarily intended for FM builders)

    • Like 3
  6. I was wondering if there's any videos or pictures of the really early developments of TDM. I like seeing what things once were, to contrast with what they've become.

     

    And by the way, who started it? Who's to blame for this marvelous thing?

     

    EDIT: I've seen some of Springheel's earliest videos, but it already looks like TDM was in a somewhat advanced stage there.

    *guard voice from Thief*

     

    "Try this on for size !"

     

    https://www.youtube.com/playlist?list=PL5L2GxHb3sL0MOfiRecA-BgJH1_SAyhs8 - development footage

    https://www.youtube.com/playlist?list=PL5L2GxHb3sL2nnHrYMfC9dD_k3JXkkfYe - pre-2.0 trailers and teasers

    https://www.youtube.com/playlist?list=PL5L2GxHb3sL3o6X7ihn_hQK8IPtayJCT9 - curios and experiments

    • Like 2
  7. That skins tutorial is awful btw., needlessly complicated. And you can actually separate skin paths with tabs instead of a single space for better readability. Example:

    skin cor_lamp01_wht
    {
    model	models/do/cor_lamp01.ase
    textures/do/mesh/cor_lamp01_unlit	textures/do/mesh/cor_lamp01_wht
    }
    
    So the basic structure is skin (new skin name); model (path to your model); (current material) (new material).

     

    Would you take a stab at rewriting it, Judy ? I'd be for it.

     

    For skins we could start with some actual triptych artworks out there. It's a good model, so it'd be great to have artwork that lets it shine.

    Should I rummage through some images of historical triptychs from the Late Gothic art of Spiš ?

  8. That background image of the player, is one of the sidefigures images you can find it in file "tdm_gui01.pk4" in subfolder path "\dds\guis\assets\mainmenu\".

    Its one of the sidefigure-"number".dds images.

     

    And see the model in action, in the tdm 1.0 trailer #2 at 01:10 (see spoiler}

     

    for the thirdperson view command, its "pm_thirdperson 1".

    The one used in game is a low-poly version of the same model.

    We do have the portrait of our Thief that appears in the main menu as well as the DR launch window. Its a pretty good picture, I quite like it, but havent seen it available on its own anywhere.

     

    Thank you all. I know about the character model's cameo in the old first trailer, but the rest of the info is fairly new to me. (Okay, the GUI pk4 is fairly obvious, but I didn't bother to search for those dds format images before. I might take a look at them later.)

     

    And sorry for the digression. Back to this being a news thread. :)

  9. On 9/27/2018 at 11:26 PM, RPGista said:

    Open Thief... Hey, I like that! ;) Thing about the TDM guy is that hes often reimagined by mappers, though we all use the same HUD arm model. We do have a full player model, which is not that different from the new Thief character, and its been used for ingame cutscenes and trailers before, but its not high poly enough and not meant to be seen up close (I believe some animations are missing). I guess some sort of artwork would probably be easier to come by than a great looking, original rigged model you can use to render shots from. But thats not that easy to come by either... I guess just our clockwork logo and architecture shots will have to do for now.

    I actually meant that we should feature artwork with 2 or 3 different takes on the main character, each with subtle differences in attire (though roughly with the same kind of gear), and we'd base these on the characters already established within TDM. Though it's true TDM doesn't have Garrett, it still has plenty of various professional (and less professional) thieves of its own. That variety and its "you're not (always) playing a Garrett clone" undertone could help TDM move away from being seen as "just a Thief homage that lacks Garrett".

    Going by the list of major named protagonists we've seen in FMs so far, I suppose the most popular or frequented ones could appear in such rough portraits. Corbin (who appears in the base game mini-campaign and other FMs), Farrell (many earlier missions), Thomas Porter (his own campaign by sotha), or William Steele (Grayman's shorter, but detailed campaign).

    TDM isn't a game we present to the world on the basis of iconic characters, but nevertheless, I think a game about thieves emphasising the variety of its established thief characters isn't a bad thing. Just to give the newcomers an idea that TDM's setting and characters aren't generic and there's some good storytelling and characterisation in the missions, in addition to good level design.

  10. On 9/14/2018 at 8:12 PM, Moonbo said:

    Review from another youtuber I follow:

     

    Nice. However, looking at his video's thumbnail, I really think we need a good promo illustration of a TDM thief standing somewhere in the shadows, with the night time city around him.

    People don't have an easily downloadable promo pic like that, and reuse Garrett images from the trilogy or the reboot. I think that casts a bad marketing light on us, because it makes it seem we're stealing art assets or something. We could avoid reviewers doing that if we had a set of wallpapers with thievy characters. Toni made some good ones with TDM characters by faction, but unfortunately none for the thieves.

    Just a thought. If the general audience is accidentally put off by the incorrect notion that "TDM is just a ripoff of Thief", rather than TDM being its own thing that merely pays homage to Thief, I think that could accidentally drive some people away or cause confusion. I think it would be cool if we had something like a "fan kit" of promo images (artwork and screenshots) depicting the setting's nature and atmosphere, downloadable for anyone who wants to review TDM online (whether via text review, or video review). I think it would give TDM's separate identity and "openThief" image a good boost.

  11.  

    Kind of. From what I remember of the book series, it has substantial dieselpunk elements too. Basically, whatever motorised technology the founders of the traction cities (as well as the anti-tractionists) were able to cobble together after the Sixty Minute War, they cobbled together. It's very much Mad-Max-by-way-of-Charles-Dickens. ;) It's such a damaged far future, that things like computers and even fixed-wing aircraft are lost technology.

  12. Nice! Yeah stairs are tough. You might try to build a hexagon or octagon lighthouse to make the math a little easier when constructing steps and interior walls. I found this guy and thought it was pretty cool looking:

     

    Might not be the style you are going for, but I just thought it was neat.

    Certainly. :)

     

    Okay, I'll divulge which real world lighthouse I've had in mind as a basis: Kõpu Lighthouse in Estonia

     

    450px-KopuTuletorn.jpg

     

    No stealin'. I've thought of it first and I'm going to make that mission. :D

    • Like 4
  13. That sounds rad! Taking a normal thing like a lighthouse and just scaling it up could give it a cool sort of fantasy/ otherworldly feel. Peppered with a couple fun patrols and that sounds like a great small FM.

     

    I already have one real world lighthouse selected as a template for the fictional one and I'm working on basic design documents for such a mission. I'm tempted to build the thing, purely for the vertical factor alone. I'll have to get better at building stairs, though !

  14. I'm really loving the discussion so far. :) Very stimulating.

     

    Just yesterday, I've had this thought about making a vertical-oriented mission set wholly in an old lighthouse that's operational, but locked for the night. Some shenanigans happen between the one or two employees staying inside for the usual night shift, and some old group of enemies who want to settle a score, or something. Our thief protagonist gets caught in this heist or power play by the other people, and needs to stay hidden, while following his usual objectives and trying to knock out the adversaries. The more limited size of the rooms could provide a fair bit of challenge with taking out patrols safely.

     

    Not the typical circular-shaped, fairly short lighthouse with a 19th century metal-and-glass level for the beacon. A more archaic lighthouse, based on some real medieval Baltic designs, that really looks somewhat Gothic. And not somewhere out on a clichéd rocky cliff washed by waves, but simply next to the port of the city. Let's say it's the most important lighthouse around, for many miles of that particular coastline. Fairly spacious inside, with plenty of spaces to explore.

    • Like 2
  15. I like to think that in a stealth game like this, the player character is always well-prepared for the amount of loot he or she finds in a mission.

     

    Thinking too hard about realism is misplaced. I can guarantee you that it would be hard to hide in a thin patch of shadow in real life. In a stealth game like this, it nevertheless works, for the sake of fun and creativity. And TDM also has enough elements of downbeat, unglamorous realism already. Additionally, in a world with magic and unusual gadgets (special arrows), do we really need to talk that much about realism ? I appreciate touches of historical verisimilitude put into the setting (even made a whole article with resources, to encourage this in FM makers),but I come to TDM for a stealth game and good storytelling. Not for a simulation.

    • Like 2
  16. I think mappers ought to try to make contest style missions more often that have strict space restrictions. A lot of T2 contests had that; all of Komag's contests for example. All mappers should study them in Dromed or DR IMO. They're wonderful lessons in efficiency, because you have to make every square inch count towards gameplay. And it ends up making them very fun to play. Some of my favorite FMs of all time were size-restricted contest FMs. I think mappers should give themselves the challenge to fit a whole FM in a tiny set space even without the contest.

    One of my favourite TMA missions was built for a contest by Yandros, but IIRC, he didn't have time to meet the deadline. It's called Off the Record, set at a multi-storey records office of The City. Some keyhunting involved, but not frustrating, and it's good for ghosting. Not a large building space, but what there is, he used very effectivelly. Very good custom ambient music, though it's effectivelly just one looping track.

     

    Sotha's Glenham Tower is in a very confined area, but the well thought out verticality and challenging evasion of enemies really make it feel much larger than it is.

     

    Aside from that, in terms of themes, I think there should be more surreal, experimental, and story-driven FMs -- I mean that still have gameplay. I'm not a fan of pure walking sim style stories. But I do like when the gameplay is at the service of the story rather than vice versa. But that's just my preference. That said, my real preference is a wide variety of even opposing styles. Spice of life and all...

    Good points.

  17. For short missions you might want to avoid explain stuff directly to the player. There are entire small games that do that succesfully. One of my favorites, Pyre, just throws you into a colorful and weird world, full of factions, creatures, and lands that just are there. The world doesn't exist for the player, it just is. Nothing is directly explained, characters just talk about different aspects of the world, and treat you as if you knew what's going on. There's one lore book that gets updated during your adventures, but it's not an encyclopedia, more like narrative poem, which you may skip entirely.

     

    There's definitely a higher quality in a world and characters, which look like they were not created for the player, and the player has to keep up and develop interest himself.

     

    True, true. :) And on that note, I've always been pretty keen on visual storytelling, whenever it could be implemented.

     

    About the only time one can receive an "exposition away, amigo" card is when you're designing the briefing. The catch is, of course, that even that has to be brief. That's what it was named after, for better or worse.

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