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Dragofer

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Posts posted by Dragofer

  1. So you made interior in DR export it in blender, made hull and than exported back in DR?

    My ship was made all in DR. I started with simple brush walls and floors, so that the engine knows what the rooms are. Then I made curved patches inside and outside so that it looks like a ship. The rest, like masts and sails, I've made in DR but would also make sense to do in Blender.

     

    Smaller ships like your Knarr don't need brush walls because they have no rooms, so they could be produced 100% as Blender models. For larger ships, because of the brush walls, I'd suggest to make at least the hull in DR, and when you're finished, to release the ship as a prefab file.

    • Like 1
  2. No i mean half of a ship just as a tool for creating interior easier, since you mentioned problems with visibility.

    Ah, I see - personally I'd prefer to use layers to hide the higher deck(s) when making interiors. I think, though, that such a half ship would make a very unique exhibition piece for a museum mission.

    • Like 1
  3. WIP

    Your basement in particular has something Thief to it - wiĺl we be breaking into Bafford's manor all over again? :)

     

    As for feedback:

    - In shot 4 I'd put in some vertical beams to cover up those bends in the wall. This is coming from a fan of beams

    - In shot 6 for the balustrade I'd suggest putting in some slightly larger posts in the corners, maybe with a ball or so on top. I'd make the handrail have rounded edges, and there could be a second "handrail" on the bottom for the balustrade to rest on. What could be interesting as well is to make the balcony elliptical, unless you prefer a right-angled theme.

  4. For start I intend to make simple ships. Later maybe some bigger ships.

    Since all ships are mirrored exporting only half of a ship for better visuals and when interior is finished adding whole ship around finished interior?

    Also option of making whole ship in blender. Maybe as few models? could that work?

    Exporting just half the ships because theyre mirrored is a good idea, but unfortunately it wouldnt work because the two identical halves will not fit together - there needs to be a left and a right half. Unless you have a way to mirror models inside DR?

     

    Dividing large ships into smaller models is good because it means lights in different places on the ship wont all interact with the same model.

  5. I have to say, I completely endorse this project! What kinds of ships are you looking at?

     

    - Oceangoing galleons, caracks?

    - Medium-sized traders like the medieval cogs?

    - Modest fishermens' boats, river barges?

    - Ships of the line, Men-o-war?

    - Sloops, clippers, other agile sailors?

    - Arabic or other foreign cultured ships like the dhows?

    - Sleek 18th/19th century vessels - tallships, arctic exploration, whaling boats?

    - Ironclads, steamships?

    - Steampunk metal warships?

    - Submarines, rusty dark brown steampunk ones?

    - Maybe more ancient types, like the galleys and triremes?

    - Rafts, maybe with a little tent on top?

     

    Regarding your question elsewhere on whether to use DR or a dedicated modelling program to make these: for ships that are large enough to have internal rooms I'd use DR. With modelling software you would need to afterwards build brush walls within the ship for visportalling, which can be tricky especially when the hull is curved and diagonal.

     

    For my carack in One Step Too Far I found it much easier to start with blocky brush shapes representing the ship's dimensions, and then put curved patches over and inside them. Visportalling functioned very easily here.

     

    Maybe then the best option would be to release them as prefabs with visportals and doors, so that they are immediately ready to use.

  6. The mission author didn't specify it as a major update, just a replacement for the existing mission.

    @Dragofer, what say you..?

     

    Yes that's right, it's mainly just tweaks to make the gameplay more even. It came across my thoughts to extend the ending with something, but following Melan's advice to focus on new works, rather than going back and adding on to what's already been done.

  7. For me personally, visiting strange and unknown locations is all what Thief is about. Such missions like:

    - Lost Crusade (bustling town in Arabia)

    - Deep Trouble (gigantic submarines and habitation complexes in the depths of the sea)

    - Eclipsed! (terrifying harbour town)

    really bring this idea of taking a break from one's daily duties and instead travelling to someplace else to its peak.

     

     

    I tend to look for ideas for maps in those directions, such as (these are all things I did some mapping towards in the past):

     

    - A gigantic oil tanker of cold metal and salty rust, stacked high with containers and barrels, with moving loading cranes, cargo bays, a bridge tower, rounded windows, huge diesel engines, a submarine with headlights and claws, and the ambient factory01 looping in the background. Everything below deck is overrun with zombies, which you could see through Obsttorte's surveillance cameras all over the ship through the monitors at the bridge. However, this project turned out too big to handle, IIRC it was 8000 x 2000 units over many decks. Maybe this was just my reaction to how cramped my carack in One Step Too Far was.

     

    - A huge sprawling network of caves connected by the tunnels of the Borers of Stone. Sudden earthquakes from the Borers' activity, balancing along the edge of pitch-black chasms, deafening underground rivers and slippery rocks, glowing caves of many-coloured crystals, an alien tribe of pagans who carve their homes in these gray stones. But I realised in One Step Too Far how difficult it is to get AIs to path around unusual objects or over uneven surfaces, and we don't have full pagans yet, so I wouldn't be making a full mission set entirely in this environment.

     

    -Getting caught in an Arctic snowstorm and waking up next to a stove in a well-heated room of an opaque old man's manor in the middle of an icy landscape. No need to mention that he is not what he claims to be... (not so easy to get much sneaking gameplay in this scenario though)

     

     

    As you can see mapping is great fun, do anything you want ;) What they keep saying in these forums: if you'd really like to see something, and it isn't there yet, make it!

    • Like 2
  8. Thank you very much for your feedback! I had the idea for this mission after visiting Shackleton’s ship in Scotland, so I’m happy to see that you bring One Step Too Far into connection with other such stories of the Arctic and Klondike. And, what I’d be eager to see is missions that take place in the harsh and exposed world of early settlers in Northern America. RJFerret’s Window of Opportunity is already in that vein, in particular with the grey tones and its dark misty skybox. Now that we sailed to the west in a carack, it’s as good an opportunity as ever to produce such a place.

     

    Also, I’ve made an update (v1.5) to improve quality of life in several aspects:

    • Everything that looks like loot can be looted
    • Looting and lockpicking on the Captain’s deck are now more comfortable to do
    • Eased the loot requirements. Don't want people unable to advance because they haven't collected enough loot
    • There’s something in the crow’s nest
    • Reworded the Tome to make it clearer how to progress
    • Fixes, such as the Tome not advancing when it was flicked through too fast, keys opening unwanted locks, shadow bugs, assorted OCD-related changes
    • Cleaned up the team-control triggers on the Captain’s deck

    • Like 2
  9.  

     

    I was totally pumped and prepared for something scary and then it was over.

    That gives me an idea for a scene at the end, that also leads onto the next mission. Or a scene at the beginning of the next mission maybe.

     

    when I saw the people returning were just some random thugs i actually felt relieved :D

    I quite liked the butcher appearing in the corridor in the warehouse of Demagogue's Patently Dangerous, so I was curious to use axemen instead of zombies here.

     

    if you intended to give the feeling that people might just be out for a while and will return eventually you could've put some still glowing coal/wood into the oven.

    I was thinking of them as being out on their boats pillaging nearby settlements so they were out for a longer time, but thanks for the suggestion.

     

     

     

    +I like that when i fall into the water, I don't simply die. Instead, I slowly sink, lost breath, and after some time it begins to darken and I drown. Very creepy way of dying! Nicely done.

    It was Bikerdude's idea to make the world darken as you sink below the waves, quite moody I agree :)

     

    +That secret chest with lots of treasure was a sight to behold. I loved the music and the glow that came from it haha.

    That one was fun to put together, and finally it gets mentioned :P

     

     

     

    Thanks for playing, and leaving these reviews :)

    • Like 1
  10. I actually quite enjoyed the cramped space and I tried for the life of me to climb on everything and tried hard to get stuck but it never happened :P

    This is very relieving :P

     

     

     

    because I'd entered through the front window, the front porch was not wide enough to allow them to pass

    That one's really a 'doh!' moment... I guess I didn't expect anyone at all to enter through the front window when you have a hatch in the roof, a window at the side straight into the attic and all that. Heh

     

    I did find the fade out/fade in, fade out/fade in, fade out/fade in, to get a little tiresome

    That's a fair point, they're best used sparingly. The last fade in the tunnel could've been easily avoided.

     

    ...Oh yeah... and JUMPING from the top IN to the curled sail and sliding down it to the boom!.... AWESOME fun!! I felt like a swashbuckler!

    Lol :P

     

     

     

     

     

    if you ever do a v2 of this map, you should change the part after the house

    I remember that part changed a lot in the final days of beta, because my testers constantly made valid points on how gameplay, cohesiveness and aesthetics could be improved in this way and that. On Monday you'd have a snowy wasteland (therefrom the loading screen), on Friday there were instead the bay and cliffs. In any case, for me this project was more like a model shipbuilding exercise - the house and its setting were also interesting to make by the way - with a mission for the Dark Mod coming out at the end of it.

     

     

     

     

     

    and the book is stuck so i cant continue :( (1st i read it, then took the treasure and read it again)

    That bug keeps showing up... when you've picked up the treasure, the game waits for you to reach page 4 of the book and then close it, which triggers the book to move somewhere else. It seems that this part breaks when you scroll too fast through the pages, and it can only be solved by quickloading.

     

    What would be less elegant but could work is to remove the 'reach page 4' part. Whenever I have an editor at hand to try it.

     

     

     

     

     

    What am I missing?

    There are 3 secret places on the ship:

    - Upper deck of the cargo hold, at the very front

    - Upper deck of the cargo hold, at the back and left

    - Captain's room, inside the wardrobe

     

    Medicinal spices are simply plain purses (usually next to unfrobbable bowls or chests visibly filled with coloured powders). The cook also has some on his shelf next to the cauldron.

     

    I was a bit disappointed that you cannot go back into the ship once it shipwrecked

    I got as far as 'knocking over' all the things in the captain's and lieutenant's rooms, but then realised it'd give some headaches with continuity and it wouldn'tve been possible to lay the ship on its side because of performance (problems with separating the spaces inside the ship)

     

    I thought I will encounter sooner or later that skeleton which (presumably) killed the crew, but... I guess it should represent the skeleton form captain´s closet (writer of that book)?

     

    It confused me it came from the deck, I thought it is "some other", but now that I think about it, it seems it was the one and only.

    It's always the same skeleton you see, and it does write the book. You could hear it stabbing one of the crew, the fate of the others isn't certain though. And yes, it came from the closet, over the deck down to the crew bunks, then down again to the galley :P

     

    it gets changed to "hide quickly, dangerous men are coming" but after you deal with them, it never gets changed back to "okay, now go to the mists".

    That's certainly the logical next step. I don't know what stopped me from doing it, maybe not wanting to have too many 'updates' playing. Also, how would one figure out if the bandits were dealt with? Maybe something like leaving the house, or knocking out / killing all 4 of them, or opening their chest of loot. An objective that checks if one of these is done could work.

     

     

     

    Thanks for all this feedback, it is very much appreciated :) (and there is a lot of it, that's probably what happens when you try to do sequences in a first mission)

     

    And that's right, I deleted the Dropbox file to make way for other things because I thought everyone uses the ingame downloader. Without editing the main post, oops.

  11. Is there any way to have two snd_ files playing in the same location, at the same time? I'm trying to get thunder, and Gregorian church to play in unison. I haven't seen where that can be done yet? Maybe I

    just missed it.Thanks in advance.

     

    What I'd do probably would be to use the location system normally for the gregorian, and for the thunder use the call_on_entry and call_on_exit spawnargs on the location entity. This means to call a one-line script to activate/deactivate the entity used in the thunder skybox to regularly trigger the thunder sound.

     

    All the script needs to be is sys.trigger($ThunderTrigger'sName);. If you haven't done something with scripts before that would be a good intro.

     

     

     

     

  12. I replied no because of personal preference and also because saving has a 25% risk of corrupting itself and crashing the game so I have to use an earlier 2nd save if I have one and load the map all over, which is why I always iron man every single mission (and get horrible stealth scores). I think that no map should automatically save for you.

  13. Since I like this thread and the new concept of cameras in it so much I've gone and made a model (.ase) for a camera, plus a test map with all the setup - sound, lights, switches etc. Features:

    - Camera lens can be recoloured freely via the _color spawnarg

    - 2 versions: with or without lamp

    - Has an 'on' and 'off' skin

    - Has sounds

    - Live feed into a purpose built surveillance screen

    - Linked up to an alarm

    - Lights/sounds can be turned on/off with the switch on the control board

    - Responds to water arrows

     

    Known bugs:

    - I haven't found a way to stop the func_securitycamera entity itself, things like remove or kill will also remove the func_static camera model.

    - The camera is hypersensitive and detects the player in complete darkness.

    - The only way to avoid detection is to hide behind an object.

    - The camera resets its sweep from wherever it's stopped at after it's seen the player.

    post-3526-0-71133700-1408471670_thumb.jpg

    cameramodel.pk4.txt

    • Like 2
  14. @gnartsch, prjames, it looks like I'm being overly adventurous with my newfound scripting abilities

     

     

    Text in the book not advancing

    That bug was found early in testing and it seemed to have been fixed when I changed the trigger at that part simply to fire when the book is closed. Now it's back like a curse. Sorry to all those affected, the only ingame solution I found was to use an earlier save.

     

    Suddenly the two stopped attacking me

    There's a trigger in the door to outside that sets them to neutral if they're about to chase you onto the deck. One reason is that they prefer to keep you alive, the other is that as far as I know AI don't really like to use horizontal doors like those of the hold so they'd start throwing stones. I don't know how they could've pulled that trigger if you kept them busy at the furniture. (By the way you could hide on the crate in the corner)

     

     

     

    In any case, it's all experience towards the next map, which counts 90 bed spots so far for the denizens. Not a tiny map I'll say ;)

  15. I have read the

    Tome several times and the text is he same??

     

     

    What's meant to happen is this in this order:

    -You read the book, then you loot the chest, then you read the book again (it says 'Take me'). The book moves to before the door and can be picked up. Taking it ticks off the objective.

     

     

     

    It's good to see people are getting something out of this, thanks for the reviews :)

    In part two I tried to have the focus on what's happening to you right then and there and rely on this visual storytelling people keep talking about rather than writing stories (i.e. fresh fish and ducks in the kitchen to warn the place might still be inhabited, or abandoned in haste, the body in the attic as hinted by the arrows and how it's stowed away might've been caught by the bandits for whatever imagineable reason, or he's a bandit who's had a runin with the natives), but it turns out Thief players like to know every detail and solve all the mysteries. That's something to remember for the future.

     

  16. The surprising thing is that on one level scripting can be very simple, as simple as $Door1.Close();, or sys.trigger($Something);. When combined with stim responses, which can be set to do a great variety of things when triggered, you can come very far with minimal knowledge. What's probably intimidating is when one sees someone like Obsttorte creating surveillance cameras, which can make people think they need to read their way up to that level before their scripts can have a meaningful impact on their mission.

     

    When I finally cracked scripting I was eager to try its potential for myself in visual storytelling, new kinds of objectives and such, and that no doubt shifted my mission more to the interactive story side compared to if I had used the time to make more rooms and patrol routes. But to me that was very important, both in terms of learning the system for the future and also trying something different. T2 is full of exotic missions such as Ruins of Originia, Eclipsed, Incubus, Daytime Eclipse, which all use intricate scripting to make radical departures from the playstyle we have come to know so thoroughly in heists and city missions. For me, all of these make the Thief fan works that much more engaging, creative and unique.

     

    In the DarkMod I only really see horror missions, Inn Business and maybe the assassination missions that significantly deviate from the conventional formula for a Thief mission. I find this surprising, because the platform seems much easier to customize than the antiquated DarkEngine. Even if the gameplay is good, after 80 missions I start to look for something else. A submarine maybe, or a mission in faraway foreign lands. Something that can make the mind dream. Maybe this has to do with people hesitating to come to terms with scripts, to make real their own vision of how a Thief mission should be.

  17. Fraten

    I cannot open a drawer on his desk

     

     

     

    That drawer (bottom left) should be lockpickable, with what's inside you can progress further.

     

     

    Am not much of a seafarer myself, but

    Thanks for all those comments, and

    what do you know, it did once end at the bunk, although with that cutscene and some various walking scenes to finish it off. Then it got extended by that new section

     

     

    quicksave or noclip are your friend

    Forgive me for asking, but where do you need that? Virtually everything in the hold was swapped out with nodrawsolid and then tweaked until I could run everywhere without finding unpassable minislopes or places to get stuck. All I can see still is headwobbling when you move between objects of different heights.

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