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SeriousToni

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Everything posted by SeriousToni

  1. Oh man, I sometimes wrote PMs with Graymanover the past years and he never made a secret out of his health situation, but still this feels like it happened all of a sudden. Last year we talked a bit about his current situation and how it felt almost like a race for him to finish the final missions. Gladly I took the opportunity to thank him personally for all of his work in the past years. This isn't meant as a selfish statement, but as a reminder to not only criticise but also praise the people you admire. Often absence of feedback is taken as good feedback, but I think we all should take at least a little more time in general in encouraging and praising the good things people did. Our community is a very positive example, I have to say. He really was an outstanding man, almost a grandfather for me, I will miss him dearly... My condolences to his son and his family...
  2. 15 attempts sounds more like you've been trying to climb somewhere to the edge of the map. Back in the day there was one forum member (I don't recall his name) who specialized in climbing to places that seamed impossible to reach. He then posted screenshots looking over the houses that sealed the area into the skybox textures. That was some crazy stuff!
  3. The mantling system is in fact much, much better than it was in the beginning, that I can assure. It is important to look at the edges to climb them.
  4. Thank you, this is actually a good way of "debugging" my personal experience with blackjacking in the game. If I find the time for the next FM and save a custom log, I will make sure to reach out with the data attached. Really useful for sure! Thank you again. I understand that there's a bit of training needed, like in almost every game. I was really good back in the day at university, but now I barely find the time to play a FM, but when I do, I want to make sure it's a bit more casual to play, so that I can make it through the mission in time without having to redo some parts over and over. That said, I like the difficulty settings for AI seeing and hearing. Years ago I was playing on hard, now I set them up to easy. It's a nice way for players adjusting the game's difficulty all over the game instead of choosing FMs randomly to find an easy (or hard) one to play through. This isn't mean negative towards you - I am happy that you are able to train and then use the learned reflexes in real missions later. That must be a lot more satisfiing than setting everything to easy mode. Indeed it would. I get your point and I want to say also: I am completely fine with guards that are shielded against my blackjack attacks. Why? Because I already know, that these tough guys aren't worth a try for blackjacking them. I just avoid them and sneak past them. It's totally fine because this is the game's rule. My problem is with all the other NPCs walking around, that I never can seem to be sure if my bj attack will succeed or not. I know I should be able to do it, but as I said, it's totally random because of my lowered skill. Thus I think an !optional! feature (like setting the seeing and hearing of AI) for easier blackjacking would help out on this. - Again, everyone - thank you for all the participation and the different inputs. I want to make sure, I don't demand anything from you except your feedback and personal experiences. So I remind everyone to stay friendly. Everyones got their opinion and it got its place - no need to be offended or to offend anyone else.
  5. Hi all, after a long time I played again to test out the new 2.09. As my skills depleted a bit over time I felt an issue (maybe it's just a personal issue, but I want to find out if other players have the same feeling). There are many new excellent missions with good story telling and nice atmosphere. However when it comes to walking up to an AI character and trying to back jack him or her, I often failed. Either they heard me and turned around or I missed them and they ran away /started to fight me. This is where I always had to reload the game and it stopped me from feeling like a master thief. IIRC in Dishonered you could take out NPCs from behind with a little animation. So that you don't had to aim blind for their head somehow. This is something I feel would make it easier for me as an optional feature for taking out opponents. Has that already been considered at some point? I know this sounds like cheating but for someone who doesn't play often to get an expert on bj enemies, I would rather have this than always having to reload and try again. What are your personal experiences and opinions on this matter?
  6. Thanks for the quick reply - yes the Captain's locker. As I said, I guess I was too far away and / or pointing my mouse to the lock was wrong. It worked when I bumped into the locker and tried again. I didn't remember that I have to be this close to a locker to open it with lockpicks. Could be that this came with 2.09 or the needed distance was setup this way in your FM. No problem, as I said, it was my fault.
  7. I need help with the footlocker I guess. I can't seem to open it with my lockpicks. Was this intended or is it a bug? EDIT: Nah - don't mind. I guess I was wrong targeting the lock with my mouse or I was too far away. Eitherway it works now - no bug!
  8. I just updated to 2.09 and had the same problem. Thankfully the Add a sharp at the beginning of this line, aka "#resampler = bsinc24". fixed it for me too. Thank you! Will this have any negative effect on the 3d audio in The Dark Mod?
  9. Those factors of randomness are already in the game. The mapper can setup a probability for each NPC to relight a light or not. @Gadavre I did this in my mission Sneak & Destroy. Try it out
  10. Uh oh.. Maybe someone stole it from the silent hill game and uploaded it on a free texture site. Then someone from TDM found it on the free texture site in the believe that this is a royalty free texture to use and applied it to the TDM shaders. It's just a guess though.
  11. Thank you! But I understand thattthe topic you linked is for rooms only that the player isn't able to enter later in the mission, correct? And it looks difficult to setup. For mansions you are able to enter it would be so nice to peek through the windows and see what's inside (treasure, patrolling ai, etc.)
  12. I remember on the old computers for performance issues you always had to use textures as Windows for houses. However with modern computers I wonder if anybody actually made some tests with glass windows that can be seen through. It always bothered me that I can't take a sneak peek into the house I'm going to break into. How do you feel about this? Is it worth the performance loss? Has anyone ever tested this scenario? I'm really curious to hear your thoughts on this.
  13. I remember this bug from the beginning I was playing The Dark Mod about ten years ago. I thought the last game updates finally fixed this. It's a true horror to see this again since it's so immersion breaking
  14. Players won't go into looking for the details of a specific model they don't like. They will assume that the FM author created them. There's no need for some kind of a DRM system in a free mod IMHO.
  15. Wow - 4 years later you found this thread! But you're totally right on Thief 2014.
  16. Harakiri for the Sky is pretty awesome really. I listen to it while I'm working at home since the last months. Belakor was my companion for almost 5 years oor even more. Good taste of music there Zerg Rush!
  17. You really should have used a banana for scale
  18. Has anyone considered implementing a 3d creation process like they did in this editor for Quake / Half-Life? Trenchbroom is able to create brushes directly on surfaces of other brushes on a 3d grid system. Pretty awesome to watch!
  19. Oh this is so cool! I always wished to see an original thief mission becoming alive in The Dark Mod. Good luck - I can't wait. Good idea to not build it 1:1 the same BTW.
  20. I see we should arrange a thievery UT meeting.
  21. Thank you for your comments and the discussion so far. I was just thinking about this idea and want to hear if others have had this too or even tried to build something like that. Very nice input. Thank you. I was thinking of a house with different entries the ai could take, so the player isn't able to guard all possible ways at once. Some ai patrols help. The enemy would spawn on multiple random positions and sneak inside the place. It's not possible for the guards to hide and wait in the shadows, but still the player would be free to do so. The enemy could have special abilities like dimming lights, become nearly invisible in the dark, one hit kill the player, run faster than the player, and so on. I think there's really multiple ways to make this fresh and interesting. Maybe the player could even spawn a certain amount of guards in special places before the thieves come in. I understand that this is a thief game - that's why I find this idea so interesting.
  22. Looking good! Hopefully there will be an easy to use level editor
  23. Just out of curiosity and the forum search didn't turn out anything : has anyone ever tried to make a Fan Mission where you play as a guard, like Upside Down? https://www.thiefguild.com/fanmissions/143/upside-down If not? What are the obstacles you think you'd face? Thanks for any comments on this topic.
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