Jump to content
The Dark Mod Forums

etdarkb

Member
  • Posts

    176
  • Joined

  • Last visited

Everything posted by etdarkb

  1. A piece of advice to improve the mission: put wood or grass all around the archery targets. I like seeing how bad I am going near the targets and taking the arrows from all over the place, but the most far target has stones behind, so the arrows won't get stuck. I think it helps training see exactly where the arrow arrived. Oh, of course a +1 to baalak.
  2. The fighting system sounds farily good to me: if I had to give an advice I'd say to check the feet movement to decide the swing, not only the mouse. (Maybe it is already like that and I am just bad ) I like the fighting system because you cannot apply the Thief/Jedi Knight/Video Games in general idea of `Attack, run a little backward, repeat.' With a little training you can do Bafford entering from the front simply killing everyone. Usually I play ghost so it does not matter really, but it doing the `attack, run' sounded too much unrealistic even for a video game and break immersion. What I dislike is the `touching' of the AI. Too often I have situations like: `sneaky, sneaky, ... attack with blackjack, did not work.' What? You pressed `attack' a fraction of second too late and touched the guard that become alert: reload dear! Of course the opposite extreme of Thief where you can push guard without them never noticing anything is bad too... Maybe we need some kind of tolerance: like the guard is alerted after half second of touching.
  3. Moreover if we want to speak about `realism' a fixed percent is plain wrong. Some expenses are more or less fixed (rent, food) others are related to how much money you have (bribes, entertainment). If you want to take money from the player you should follow some kind of logarithmic curve. Why so complex? Just leave the player alone a la thief
  4. Here it is http://aur.archlinux.org/packages.php?ID=33032 Even if you do not use Arch, please give a look: I might have forgotten some deps or whatever. I had to make two small patches, I do not know if it will help to improve the future darkradiant, but they are there.
  5. Oh dear... An alerted fire elemental sounds really scary!
  6. Wait a second, the Dark Mod is built on Doom3 where there is plenty of zombies. Did we shall see them again?
  7. What about stabbing? Can I kill someone with a single swing if I am undetected? I remember I did massacres in the last missions of Thief 1...
  8. What is the svn release number associated to the version 1.0.2? I'd like making a package for my distro.
  9. I never liked much the Objective system of `Thief' (hides), I find somewhat strange that a mission fails because I cannot find the 90% of the loot or because I had to kill someone (if it is not explained as important story-wise). On the other hand I always found interesting the Tie Fighter way: you have the `Primary Objectives' that are necessary to win, the `Secondary Objectives' known and useful to having a better victory and finally the `Bonus Objectives' that are a surprise: the player while doing the mission must understand what can improve the victory even more. An example of mission (with 1103 gold) objective sheet in this idea might be: Primary: - Find the gold bar; - Once done return where you started. Secondary: - Do not kill anyone; - Find at least 1000 gold in loot. Bonus: - Do not KO anyone; - Find the Fabulous Scepter of Goldness. Of course the difficulty level might still change AI attention, number of guards, ect... What do you think?
  10. Thanks for support, I did not imagined the connection between GtkSourceView and python..
  11. Here is my configure output... $ ./configure --enable-darkmod-plugins --enable-python checking for a BSD-compatible install... /bin/install -c checking whether build environment is sane... yes checking for a thread-safe mkdir -p... /bin/mkdir -p checking for gawk... gawk checking whether make sets $(MAKE)... yes checking for g++... g++ checking whether the C++ compiler works... yes checking for C++ compiler default output file name... a.out checking for suffix of executables... checking whether we are cross compiling... no checking for suffix of object files... o checking whether we are using the GNU C++ compiler... yes checking whether g++ accepts -g... yes checking for style of include used by make... GNU checking dependency style of g++... gcc3 checking build system type... x86_64-unknown-linux-gnu checking host system type... x86_64-unknown-linux-gnu checking for gcc... gcc checking whether we are using the GNU C compiler... yes checking whether gcc accepts -g... yes checking for gcc option to accept ISO C89... none needed checking dependency style of gcc... gcc3 checking for a sed that does not truncate output... /bin/sed checking for grep that handles long lines and -e... /bin/grep checking for egrep... /bin/grep -E checking for fgrep... /bin/grep -F checking for ld used by gcc... /usr/bin/ld checking if the linker (/usr/bin/ld) is GNU ld... yes checking for BSD- or MS-compatible name lister (nm)... /usr/bin/nm -B checking the name lister (/usr/bin/nm - interface... BSD nm checking whether ln -s works... yes checking the maximum length of command line arguments... 1572864 checking whether the shell understands some XSI constructs... yes checking whether the shell understands "+="... yes checking for /usr/bin/ld option to reload object files... -r checking for objdump... objdump checking how to recognize dependent libraries... pass_all checking for ar... ar checking for strip... strip checking for ranlib... ranlib checking command to parse /usr/bin/nm -B output from gcc object... ok checking how to run the C preprocessor... gcc -E checking for ANSI C header files... yes checking for sys/types.h... yes checking for sys/stat.h... yes checking for stdlib.h... yes checking for string.h... yes checking for memory.h... yes checking for strings.h... yes checking for inttypes.h... yes checking for stdint.h... yes checking for unistd.h... yes checking for dlfcn.h... yes checking whether we are using the GNU C++ compiler... (cached) yes checking whether g++ accepts -g... (cached) yes checking dependency style of g++... (cached) gcc3 checking how to run the C++ preprocessor... g++ -E checking for objdir... .libs checking if gcc supports -fno-rtti -fno-exceptions... no checking for gcc option to produce PIC... -fPIC -DPIC checking if gcc PIC flag -fPIC -DPIC works... yes checking if gcc static flag -static works... yes checking if gcc supports -c -o file.o... yes checking if gcc supports -c -o file.o... (cached) yes checking whether the gcc linker (/usr/bin/ld -m elf_x86_64) supports shared libraries... yes checking whether -lc should be explicitly linked in... no checking dynamic linker characteristics... GNU/Linux ld.so checking how to hardcode library paths into programs... immediate checking whether stripping libraries is possible... yes checking if libtool supports shared libraries... yes checking whether to build shared libraries... yes checking whether to build static libraries... no checking for ld used by g++... /usr/bin/ld -m elf_x86_64 checking if the linker (/usr/bin/ld -m elf_x86_64) is GNU ld... yes checking whether the g++ linker (/usr/bin/ld -m elf_x86_64) supports shared libraries... yes checking for g++ option to produce PIC... -fPIC -DPIC checking if g++ PIC flag -fPIC -DPIC works... yes checking if g++ static flag -static works... yes checking if g++ supports -c -o file.o... yes checking if g++ supports -c -o file.o... (cached) yes checking whether the g++ linker (/usr/bin/ld -m elf_x86_64) supports shared libraries... yes checking dynamic linker characteristics... GNU/Linux ld.so checking how to hardcode library paths into programs... immediate checking zlib.h usability... yes checking zlib.h presence... yes checking for zlib.h... yes checking for inflateEnd in -lz... yes checking jpeglib.h usability... yes checking jpeglib.h presence... yes checking for jpeglib.h... yes checking for jpeg_start_compress in -ljpeg... yes checking for pkg-config... /usr/bin/pkg-config checking pkg-config is at least version 0.9.0... yes checking for GLIB... yes checking for GTK... yes checking for GTKGLEXT... yes checking for XML... yes checking GL/glew.h usability... yes checking GL/glew.h presence... yes checking for GL/glew.h... yes checking for main in -lGLEW... yes checking for main in -lGL... yes checking for gluBuild2DMipmaps in -lGLU... yes checking for main in -lboost_regex-mt... yes checking for main in -lboost_filesystem-mt... yes checking for main in -lboost_system-mt... yes checking for python-config... python-config checking boost/python.hpp usability... yes checking boost/python.hpp presence... yes checking for boost/python.hpp... yes checking for main in -lboost_python-mt... yes checking for GTKSOURCEVIEW... no checking boost/serialization/access.hpp usability... yes checking boost/serialization/access.hpp presence... yes checking for boost/serialization/access.hpp... yes checking AL/alut.h usability... yes checking AL/alut.h presence... yes checking for AL/alut.h... yes checking for ov_clear in -lvorbisfile... yes checking for alGetError in -lopenal... yes checking for main in -lalut... yes configure: creating ./config.status config.status: creating install/darkradiant.desktop config.status: creating Makefile config.status: creating radiant/Makefile config.status: creating libs/Makefile config.status: creating libs/ddslib/Makefile config.status: creating libs/gtkutil/Makefile config.status: creating libs/jpeg6/Makefile config.status: creating libs/math/Makefile config.status: creating libs/picomodel/Makefile config.status: creating libs/scene/Makefile config.status: creating libs/xmlutil/Makefile config.status: creating plugins/Makefile config.status: creating plugins/archivezip/Makefile config.status: creating plugins/commandsystem/Makefile config.status: creating plugins/eclassmgr/Makefile config.status: creating plugins/eclasstree/Makefile config.status: creating plugins/entity/Makefile config.status: creating plugins/entitylist/Makefile config.status: creating plugins/eventmanager/Makefile config.status: creating plugins/filetypes/Makefile config.status: creating plugins/filters/Makefile config.status: creating plugins/grid/Makefile config.status: creating plugins/image/Makefile config.status: creating plugins/mapdoom3/Makefile config.status: creating plugins/md5model/Makefile config.status: creating plugins/model/Makefile config.status: creating plugins/particles/Makefile config.status: creating plugins/scenegraph/Makefile config.status: creating plugins/script/Makefile config.status: creating plugins/shaders/Makefile config.status: creating plugins/skins/Makefile config.status: creating plugins/sound/Makefile config.status: creating plugins/uimanager/Makefile config.status: creating plugins/undo/Makefile config.status: creating plugins/vfspk3/Makefile config.status: creating plugins/xmlregistry/Makefile config.status: creating plugins/dm.stimresponse/Makefile config.status: creating plugins/dm.objectives/Makefile config.status: creating plugins/dm.difficulty/Makefile config.status: creating plugins/dm.conversation/Makefile config.status: creating config.h config.status: config.h is unchanged config.status: executing depfiles commands config.status: executing libtool commands Configuration options: Installation prefix: /usr/local Sound: yes Darkmod plugins: yes Python scripting: no Shader type: GLSL
  12. Really strange, in fact I can the floating head in-game while the screenshot appears correct. If you want to try by yourself try `Patently dangerous,' the house in the left from the begin.
  13. Nope, it is fine. I was thinking about a map called `Underwater terror' set in a ship wreck: and if the zombies could drown I think it might become comical instead of difficult .
  14. The point is that the head appears detached.
  15. See the attached picture: a part that there is no neck, it seems the shadows does not goes correctly in the wall. It is strange as this game is... all about shadows! I am just seeing things? Or the main character model is unusual?
  16. Just to let you understand: the default Arch do not have an X server at all. It is up to you decide your favourite login manager, windows manager and desktop environment. I, for one, use slim, and lxde.
  17. You mean: `they should not, but they might if there is a bug'? (sorry, language barrier)
  18. Oh dear... lets start a `Linux distro A' vs `Linux distro B' war after the `win' vs `*nix' war! I prefer Arch as it gives you power thought simplicity, tries to avoid to add useless level of abstractions actually adding only more points of failure. Instead Ubuntu tries to hide and if it works it is cool, but if anything goes wrong it is really hard understand where to work.
  19. So, if I understood correctly in the next release of TDM we'll have the Undeads. If so, I have a question: will zombies drown as they did in Thief? I have this question because I have an idea about a map...
  20. Lets see: 35 E for Win7 64 vs 0E for Archlinux x86_64. I am afraid 0 E is less.
  21. etdarkb

    Freeroam

    So lets see if I can summarize the common idea; in general we dislike the idea of freeroaming like Thief 3, but it might work if the city seems living somewhat. It can be done `statically:' in every day there is something different. For example in day 1 you can enter in a jewelry using the wheel watered passage and in the day 2 the passage is closed with a grate. People might speak about what happened the night before (your mission in general) and so go on. But it would be even better if it would be dynamical: the day after you robbed the jewelry the passage will be closed. People will talk differently if you had 0ko and 0kills or if you killed someone. So it is not just about a living city, but you can influence it. So... Did I summarize well this thread until now?
  22. I liked this fan mission. Lots of KO and the mask is somewhat hard to find. Moreover the AI had some strange patrols so it was hard to know where to hide. But the real problem is I had few crashes (never happened in any other mission): what is the bug reporting procedure in this cases? Question: while unneeded how can I open the blue door in the kitchen? Enclosed picture: it sounded just fair.
  23. Yeah... Someone other did noticed those `coins.' I just played this mission and as other said I think it is really nice, the only annoying part is that you put frobbable non-loot objects in the chests. Trying to grab the loot and making a noise because you take an hammer and slashed it against the chest sounded an unfair fake-difficulty to me. I also loved the `free', `no kills', `no KO' levels. What kind of thief are you? I played Master difficulty level, as I like play ghosting.
  24. What a pity, money wasted. No, wait? You mean that you DO NOT actually pay for the problems and bugs? (it is all nice and jokingly here, really. I love this place)
×
×
  • Create New...