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etdarkb

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Posts posted by etdarkb

  1. I just remembered the authors of Quake Revitalization released their texture and models with fairly free licence.

    You can use them if you thanks them putting their name and site name in the credits.

     

    Since we are speaking of FM I think it would be fine if you:

    put the thanks in easily findable readable, in the briefing or in a file called `readme' or `licensing.'

    This last solution is probably the most difficult since it would mean you need to distribute two files (.pk4 and the readme) instead of one.

     

    Quake levels are very variegated so there might be some useful texture or model.

    Just fyi.

  2. NPCs to talk to? It that even possible?

    I would like a `doom3' approach where you never talk, but you can at least listen.

    I am not actually sure the way `point and click adventure' would be good, adding the possibility of multiple answers makes the game too much rpg...

    What do you think about this too?

  3. I am not talking insanity: as strange it might seem, in Thief you can blackjack red spiders but not green spiders.

    Maybe it was a mistake of developers, maybe it was intentional... but I tried to blackjack every creature in the game: just for fun.

    I think you should be able to knock them: you are an extremely capable thief in a magical steam punk word capable of becoming invisible in the shadow... it does not seems so strange you can knock a spider.

     

    (Darn frogs it is extremely hard to find one easy to blackjack... :S )

  4. You would have to setup teleporters if you want to surpass the euclidian disposal of seperate rooms. Funny would also be a "shrinked" player, walking on walls/ceilings etc. Somehow I am thinking of an "Alice in Wonderland"-themed FM right now... ;)

    Separate room connected with teleports are the usual solution, but you see... not really mind blowing.

    The teleport is of course fantasy but easy to imagine in our brain.

    Instead think to two open doors, one very near the other... You sneakily watch inside one and sneakily watch inside the other and you see two large rooms... Of course there should be only ONE room or a wall between instead there nothing like that.

     

    Or imagine you leave the room `1' and go in the corridor, open the next door go inside and you are in the room `2'.

    Go in the other side of the room `2' and you enter room `1'. What?

     

    This kind of things...

     

    Anyway, if you're planning to do stuff like that, I strongly encourage you to support it with a good story and not something like: "You have just been drugged. Fight your hallucinations and get a cure!"... ;) I could very well imagine an insane person though, sneaking its way out of the asylum. Not really thiefy and no proper guardmodels available, but maybe interesting.

    Ehy! This is a nice story!

  5. I admit I played it only a little, and I found it fun.

    When playing with cooperative thieves against the AI... it rocked.

     

    Instead guards against thieves was disappointing: it become a massacre in usual FPS style.

  6. If you can imagine it, you can build it :)

    I do not know, I have a pretty vivid imagination. Can two rooms share the same space while separated?

     

    I don't think that it is of much importance which architectural theme has been chosen per se. The more important question is why it was chosen. Constantine had some wicked architecture and it worked because there was an explanation in the game world that the player could understand and that added to the overall experience the player had. It's no coincidence that this one is among the most memorable missions of thief.

    I do agree, but the point was not simple strangeness: but a mess in the world geometry.

    And yes, the whole idea come out from that lovely mission.

  7. Obviously mappers will be able to play with the code and settings as they see fit.

    And it solves everything!

    A little stronger:

    "really easy" <= "easiest"

     

    I am counting the seconds before a C maniac says us that we are comparing two const char pointers... :D

  8. We usually think in terms of three dimensions and euclidean disposals of rooms and items.

    But in the video games there is no need of this limitation.

    Think about a TDM FM: you are sneaking around and enter into a room with inside a smaller room,

    if you enter in the smaller room you expect to see... a smaller room.

    But the magic of computer might show us a larger room instead.

     

    And all this kind of crazy stuff.

     

    I do not know if it is possible with id tech 4, but would you like to see some fan missions or more 3d games

    that uses this kind of alien geometry?

  9. No wait... in general a program can restart itself with different parameters: just alter argv and use execv(argv[0], argv) without any fork().

    The point is you cannot change the doom3 executable to do this, and even it might be possible it would be extremely difficult.

    So far so good: tdmlauncher take care of the problem. I never said you should remove it. No really, I did not.

     

    But it really seems that instead of

    1- start darkmod without any mission,

    2- select the mission,

    3- restart.

     

    Loading doom3 twice. You can

    1- start the dark mod directly with the mission you want.

     

    It is simpler, but... again... I never said you should remove the launcher: for example if you do not know exactly what mission you want to play it is nice to use it.

    I just think we should tell the users there is a simplier and quicker way.

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