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Mr Lemony Fresh

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Posts posted by Mr Lemony Fresh

  1. Thanks for the kind words Melan :) I reckon i needed a compliment after all this trouble i'm having with my computer and my drawing tablet X(

     

    As for the spaces, i wanted to make this part of the mission small because it's only the first third of the entire mission, and it'll need to render a fair bit of water that fades out quick enough. If that isn't enough, the island you need to go to is surrounded by water, so yeah, trying to be strategic :). But i could probably upsize everything a little when i can. My mapper is currently working on it but he's only going to be doing the detail that can be established with 16 grid in quark then i'll have to see what i can do with it in dark radiant (although damn, I've never used it!) but he doesn't want to and i don't really want to do the whole thing myself :/

     

     

    EDIT: unfortunately, my project will have to be put on hold for studies and band practice and the like. Didn't get a whole lot done on the holidays unfortunately because of computer problems.

    If anyone wants to help, ask me via pm.

  2. Hmm Yeah, i thinking the least i could do would be to get a basic dialog option going (like text on the screen)

     

    I'm really aiming for something like the conversations in dues ex except without worrying about getting the different angles during each bit of speech. As for getting voice, it would be good, but not essential.

     

    I might look around and see if it's been done in some other mods, and who knows, i might need to just learn the engine's language.

  3. Hello, i was wondering if it was possible to give the player choices of words to say to an npc to make the npc do different things. I want the player to be able to ask a shop keeper to fetch something from a locked room so that the player can run in, smack him and take what ever he needs from the room. Well i'm sure it's possible, but i mean for someone like me who knows little about scripting menus and the like. Does anyone know a quake script that could make that happen? or is there an in built method?

     

    The reason i ask is, i was planning my map, when i realized a few parts of my map could become a lot more interesting with this function, but we don't have anyone to code it.

  4. Hey, i played through and thoroughly enjoyed it :) except for the problem where loading causes crashes.

     

     

    I reckon the roof you need to climb along to get the gold jar and gauntlet at the start is a little too unpredictably unforgiving

     

     

    I think a pair of guards got stuck on a door at some point (the one behind the stairs coming up from the basement

     

    It also would have been nice if you made it so that the doors that didn't open, didn't have a handle.

     

    overall a good play. I reckon 7.5/10 personally (would have been 8.5 if the loading worked. :)

  5. Nope, that's it, I've had it. I finally found the switch (it was stuck in the beam for some reason) i pulled it, the block came up, then i couldn't get out (guessing i needed the heart >X( ) loaded the game, put some boxes there to stuff it from coming down, spent 15-20 minutes trying to get that dick, sam to come out of his hole. I swear i tried to shoulder him in a million different directions and proximities and limbs, and not once did he shoulder. Eventually i just shoved a box in, shouldered a million times and eventually he flew out and the box stopped him from going back in. How weak is our hero if he can't drag a skeleton out of a hole? so i took him to the alter (santified place) chucked out some douche from a coffin, chucked in sam, (with fantastic difficulty) put on the lid AND!.......nothing. I was just about ready to shout myself hoarse. It doesn't get more sanctified than a place of worship!!!

     

    Anyway, it's not just that, i'm sorry mate, but this level is very frustrating, i'd skip that and finish the rest but i don't want to.

    Some nice scenery though, and for the most part it was fun to explore until i started getting lost.

  6. how do you guys do it?

     

    I still can't find that lever in the interrogation room. i dunno i must be blind, i spent 10 minutes searching every inch of the room with my torch turned on and i couldn't find anything but the 650 gp stash. I tried no-clipping to above the chain to see what might pull it up but i found nothing.

    I even tried no clipping into the walls to see if the switch was hidden or something. nothing.

     

     

  7. I hope this is the last time i need to ask for help!

     

     

    how an earth do i remove that block that's attached to the big chain in the interrogation room?? i can't find a lever or anything!

     

    EDIT: btw, what's with Martha? i kinda missed that part, what did they do to her? why does she look all dark and strange and why does she have a plant of wood instead of a spine? I move some stuff around in that room and went off, and i heard a noise like a dying... spider? and i came back and she had either killed herself or knocked herself out, but none of my objectives changed. Is that going to compromise my objectives?

     

    EDIT: gee wizz! i'm thinking a hint menu like in the remake of money island should be placed in this mod!

    Not only that but i have plenty of things that could act as evidence against eldrige (or what ever his name is) but the goal is still unchecked...

     

    EDIT: even when i noclip to sam, i can't get that concrete block out of the way

     

    I can't find the book of thieves either....

     

     

     

    I reckon i'm going to have to give up, this mission is a tad bit to obscure for me. The only one so far too. :(

     

    Sorry Fidcal

  8.  

     

    They knew you'd be looking.

     

    Since TDM is not a commercial venture it doesn't need to censor stuff like this to avoid moral outrage.

     

     

     

     

     

    I'm not sensitive to it, but i'm not turned on either ;) I'm just wondering why waste framework frame-rate on pointless polys? and furthermore, why make it in the first place if it won't have a purpose other than giving you a chuckle when you noclip into their dresses XD

     

    btw, how do you kill that spider? i can't stand leaving a spider alive in a game... especially when i have to be close to it.

    Better question, what do i do after lowering the heart into the center of that spider room? I feel like i tried everything... except read every book in the mission... please tell me it isn't true :( i have a short attention span, it's like removing all of my teeth one by one...

     

    Nevermind i worked it out! (can't remove the god damn cross line format~~~~~!!!!!

  9.  

     

    Getting the anatomy correct. It's not uncommon to model a character naked before adding clothes as far as I know.

     

     

     

     

     

    I forgot to mention she has tits as well.... But seriously, i can understand modeling the shape, the guy who made it has applied a pubic hair texture and everything!

     

    check out this anecdote btw...

     

     

    btw, i ran into the strange girl thing in the upstairs locked off area. I was like "hmm an empty room and a weird picture on the back and OMG WHAT IS THAT!" and i spent the whole time doing what i had to do in that room watching that creepy little bitch from the corner of my eye, and she kept jump back in surprise and...watching me... then i tried to move the metal grating under her bed and i accidental crushed her with it and she made the most hideous screeching noise and i actually yelled in fear out loud. Her arms were flailing around wildly because she was stuck on it and my jaw completely dropped.

     

  10. hey, i tried those suggestions and it seemed to help a little bit...

     

    I also tried changing the image cache size from 20mb to 512 (why 20mb??) but it automatically reset.

     

    EDIT:

     

    i got an alert, but it must have bugged, because i wasn't anywhere near the area (guard post) that was alerted and i just came over there to find out that the area had been alerted. It was very difficult to overcome the guard post with that happening.

     

    EDIT:

     

    OMG you guys aren't gonna believe this...

     

    Eleanor... has a vagina. blink.gif physically. Why? it's somewhat hairy and featureless, but it's there...

     

    don't believe me? noclip under her bed sheets and you'll find out...

     

    Also if you hit her in the head (you gotta get just the right angle) you can make her vibrate and make the sound of Velcro grip being pulled apart.

    very sexy mod team XD

     

    EDIT:

     

    Wow she has a pair of jugs as well. what went through the head of the guy who made this when he was modeling this? Is there going to be an fm where you visit a whore house or something?

     

    EDIT: oh, and just to make sure i haven't confused characters, it's the one who's been put to sleep.

  11. This is very nice :) it's quite big for those of us nostalgic for thief sized maps.

     

    However, performance wise i just have one little problem...

    I'm not getting any crashes but the frame rate is constantly sub par. It usually drops to around 15-25fps when i open a new door and goes back to around 30-40 in the same room if i'm lucky.

     

    This is strange considering my system specs;

     

    Geforce 8800 GT 512mb

     

    2.39 GHz, 3gb of Ram

     

    core2 quad cpu

     

    service pack 3

     

    etc...

     

    I'm going to be upgrading pretty soon so it won't matter, but i just find it kind of frustrating that my computer can't take it, it's no brick, It ran games such as bioshock 2 and crysis fine.

     

    I heard there was a way to speed up the way that doom 3 read it files, but last time i tried, i ended up deleting something vital Xs

  12. Hey everyone.

     

    Me and a friend like the way that the mod is coming along and we've decided to take a crack at mission making.

    We only have about a week and a half at the moment, maybe we'll get some more done later.

     

    Anyway, i was just wondering how strict the rules are with making a mod in terms of faithful adaption. We want a quaint/rustic little port town and a little island about 5km off shore (not physically of course, it's invisible from the mainland as the story goes) is there a place in the dark mod universe for this, or can we make our own place?

     

    Also, we wouldn't mind the flexibility of voice acting for the main character. We could get someone who sounds a bit like Garret from thief (if he's willing) but not necessarily like the original guy who did the voice for st lucia. (or the thieve's den?) How does that suit everyone? I just love one liners and sly observations, they really add to the mood :P

     

    I won't say too much about it because that would ruin the story... not to mention put me and my friend on thin ice :D

  13. Like i said, This is something i need to leave alone. I can't really help having an opinion, but i can tell it's not going to help to trying and stress it. To be perfectly honest, I haven't submitted to on a personal level to what people have to say. I only want a peaceful resolve.

     

    I understand that you play a major role in the project and that it was important to say you're peace, but on the other hand, what has been said has been said and I've acknowledged all views and opinions.

     

    I'm sure you can do what has to be done, and I trust that you'll do a good job.

  14. oops i missed this post.

     

    i really just wanted you're mod to come to fruition in an intelligent pieceful way. i don't have any idea what your talking about otherwise i was only joyous and excited about you're coming mod and all the wonderful improvements it will afford. i don't know what your interpretation was but it seems as if youv gotten the wrong idea.

     

    Oops... sorry, i'm used to sarcasm, :P. If that's how you felt, then i withdraw my words.

     

    I know you mean no offense though

     

    Of course not, i merely wanted to test the length i had to go to try and be helpful. It's easier to see now, that I need to let someone else worry about it. But i hope you like my trinket arrow idea :P, Not saying you've gotta use it, it but it's a nice little thing to add if at some point it calls to you. (the team of course ;) )

  15. Look, for the most part the people on this forum are very descent and friendly, so I've come to a decision. I just now went back and played and finished the tears of st Lucia mission. It was a nice mission, but i can see that there is a difference in the game play quality from then, even until now, so i think, to try and keep the piece here, I'll let it lye, because i like the forum, i like the mod, and i want to join as a helpful member, and not someone who will go to no ends to stress a point. I'll say that The team members have come this far and it's pretty cool so far, so i have faith that they will be able to fix any problems at some point. I can see you're point about being irritated by someone who appears arrogant, so I'll leave it.

     

    If you want my help as an artist, I'd be happy to help. I'm not spectacular, but i'm alright.

     

    here's my deviant art. http://sim-mo.deviantart.com/

     

    It's a bit of a taste of stuff I've done

     

    I dabble in a few things, so anything art related if you want.

     

    I'm a little busy with study, but i'd love to spend some free time helping out.

  16. ..The enemy is sort of trapped in his own animation in this case.

     

    See how you're relying on an AI deficiency to beat it? How am i meant to know (in game without having to resort to a forum) that, at some split second during his animation, i can just manage to run back. And what good is running back be when there's supposed to be a perfectly good block?

     

    As for the Keyboard-fighting controls: I could never do dodging properly in UT. It just feels awkward and it's the same principal as your proposal. But well, everyone can do like he wants, so go ahead.

     

    Well that's a fast passed fps, not a stealthy fps, and i'm supposed to be able to stand in front of the enemy and hit him, rather than run around him, which is tricky in it'self in this particular game.

     

    For 1.0, we didn't have time to finish all the AI difficulty. So in 1.1, AI have different difficulty levels....they're not all on their highest skill level. We mentioned that this was the case in other threads, and that it would be addressed.

     

    Alright, does that mean you'll be working on the issue where a degree of luck is required instead of pure skill?

     

    If You can't manage to make a combat system that is sturdy, why go all out with it, adding all these strange rules. I don't see why i can't just point at his head and hit him, like i would in other games. Why such a desperate attempt to be different when you've cloned a good game to start with?

     

    Yes. We know that everything isn't perfect with combat yet. That's why we called it 1.0 "Beta".

     

    Is that why the members of the forum seem to believe that there's something insufficient with my judgement and not the mod? and that the combat is just fine if i "train" myself? I'm aware that this is a beta release, that's why i'm trying to stress the improvements I'd like to see in the future. I'm just perplexed that my reasonable arguments seem to do nothing.

     

    No, I'm not joking, and yes, you can.

     

    If i could step back quickly enough, it is something i should be able to do initially, and not after I have had much experience. This is a game, (or mod to be specific) and should not require actual training if you are an average gamer.

     

    So, your attempt to get used to it consists of trying the training map a couple times?

     

    what a question. Of course. It tests you're ability to fight with a sword from a fight with a rather unprotected simpleton all the way to a simpleton, and guard, and a hammer all at the same time. Yes this is my attempt to learn face to face combat. The level said "training mission" so i'm pretty sure it should be able to train me. And yes a couple of times, how many successfully pulled off games do you know that have a training mission you have to attempt more than once?

     

    I've already told you. Moving the mouse a tiny bit is much easier than having to take your fingers off the movement keys and press another key every time you want to move or block.

     

    well, i have the block button on the default mouse 3 since my hand is aready in the vacinity, so i doubt I'd run into that problem much.

     

    ...Easy, which seems to be what you want.

     

    No, easy is not what i want, normal is, because i am of average skill. I'm coming from the principle that a video game should be intuitive to play after the first 10-15 minutes on a normal difficult, and by intuitive, i also mean, that real world rules, and experience of past games have applied so that getting used to changes aren't such a challenge. Most games I've played are games where I've picked normal or a little above normal and I've played through until the end with perhaps a few times when I've had some substantial difficulty. I've played dues ex, which as you know is quite different in it's stealth mechanic to thief, and made the adjustment pretty well.

    However, i'm under the opinion that this method of combat has taken a rather big leap in the opposite direction of conventional gaming. I mean, you said that the player would need not resort to fighting an enemy close up if they try and stick to the whole theif way of doing it, but then, why create this unworldly combat system system that has obviously taken quite a bit of hard work to get where it has if you are mean't to avoid it.

     

    So, soon enough we'll all be able to actually choose between the 2 systems and decide for ourselves!

     

    good point, I'd have never thought there'd be people such as yourself around, you saved me a lot of work.

     

    "i think it could be much better, and i just wanted to try and share that with everyone rather than keeping it to myself when i make a mod"

     

    :laugh:!

     

    :laugh:!:laugh:!:laugh:!

     

     

     

    Right again, wouldn't want to waste my time... Am i to understand that you've just made a bold assumption that I am not capable of making a mod? what is this assumption based on? Is this supposed to hurt my feelings, and make me lash out at you so you can bait me, sit back and admire the handy work? think again.

     

    I won't lash out at you, and better yet, i won't insult you, because that would distract me from the reason i came here. I don't want to have to prove my integrity as a gifted individual, so i don't want to feel pressured into providing evidence, like a token of assurance that I'm an intelligent human being. If after I've said my peace, and members have refused to take into consideration what i have to say, and they still don't consider the things i have to say, i will drop it and leave it.

     

     

    I'm trying to spawn a discussion of improvement, motivation and ideas, i consider this mostly to be a debate, not a heated dispute.

     

    I really like you're mod and i want to eventually come to a peaceful resolve to the discussion. This is my way of helping while my hands are full.

  17. Everything you said but the following sounded perfectly reasonable to me.

     

    Making the player press buttons during an attack makes it very awkward to actually move.

     

    Tapping a button then coming back to your movement controls is hardly awkward, now moving the view while hitting? that's awkward, you have to train yourself to make a very subtle but apparent movement with the mouse while clicking the attack button and landing it in the right place, all while making sure that you don't suddenly get stabbed because the enemy doesn't flinch (enough), and seems to bounce back pretty quickly at times. Sorry, but if someone stabbed even the strongest of men in the stomach, let alone the head, they'd flinch.

     

    Most players are dodging and strafing during combat.

     

    Are you joking? you can't step back fast enough, they come running with like 2 millimeters distance and hit you because you can't outrun them unless you find shadows, or a very conga-luted exit, And you can't strafe around them either, because they are constantly perfectly facing you in battle.

     

    The current combat system becomes very intuitive once you get used to it--you barely have to move the mouse at all to choose a swing direction.

     

    once i get used to it? I consider myself to be an above average gamer in terms of experience. During the training mission, i got so frustrated that i actually resorted to shooting the bastard in the head with an arrow. I managed to use the proper techniques to finally kill the normal guy, then the guard, but the hammer threw me.

    It takes way too long to get used to fighting someone with a sword, so who wouldn't want to just shoot them in the head with an arrow to avoid it? but then, what's the point of having a sword if it's so bad? I can understand if the guard is stronger than me, and makes me stumble back a step if he strikes me, but why make the controls so difficult to use?

     

    And what's wrong with my idea? hell, i know little about programming, and i'm tempted to try just to get it in there to prove that it would be better. I mean in real life, if you were fighting someone, you wouldn't take you're eyes of them, you could barely avoid a blow while hitting them, you're arms would have to be longer... so why the problem with taking a quarter to half a second to tap a button then blocking the next hit? Then it's easier to switch between hitting and block, because as soon as you try to hit, the damned guard takes a swing at you. and you don't know until you've already taken a swing and lost you're health. and because they are stronger than you, you simply lose unless you do it practically perfectly. And what's more, the'll randomly try and run into you sometimes and screw up you're perception of where to hold your block.

     

    I played the training mission just now, and beat the hammer after 3 goes. I should have beat him on the first because of how careful i was and how much I've played the mod. You need to know that you haven't made the right choice in this unless a challenge takes skill and not luck, because those random doubly timed slashes are no good.

    If you want to fix this and keep you're controls i strongly suggest the following:

     

    -Either take away the the random doubly timed counter attacks

    -+ That and or stop the blasted enemy from running into you

    -or use my controls

     

    This seem pretty reasonable to me, but i reckon i could just rebind it myself, share it with everyone and see what everyone thinks when they've actually tried it.

     

    I'm not trying to flame the mod or anything, far from it, it's the best mod I've ever played, but that's just it, i think it could be much better, and i just wanted to try and share that with everyone rather than keeping it to myself when i make a mod (permission permits, i can use the mod for my own right?).

     

    And what of the reach suggestion, are you with me?

     

    plus check my original, post as i will be adding something.

  18. This is my list of all the changes I think the dark mod could benefit greatly from.

     

    -being able to climb left and right when grabbing onto ledges, just before getting up.

     

    I believe this would added another dimension to exploration and make for some interesting secrete areas.

     

    This could be achieved so: A subtle visual indicator and a light noise could tell the player that they are climbing an object. They can either move left or right along the ledge with the strafe buttons, or press crouch to fall or c to climb higher onto the top of the ledge.

    the player’s bounding box should thin.

     

    -A hook/ trinket at the end of the rope arrow. (Perhaps an alternate fire option)

     

    This could make exploration with rope arrows more interesting, and force the player to think carefully.

     

    This could be achieved so: There are 2 phases to the weapon, just like there are 2 phases to a detonator. First the player attaches the trinket end of the rope arrow to a piece of wood, and then fires the actual arrow across a way and onto another plank. The rope will automatically adjust the length. The player can then walk or climb (depending on whether any of the following are accepted) along the rope, which I will explain in the next 2 proposition.

     

    -Thin platform balance.

     

    This is another way of adding dimension to gameplay, as well as strengthening the last suggestion.

     

    This could be achieved so: Anyone ever played mirror’s edge? Like mirrors edge, it could be done in the dark mod similarly. The player can move onto a thin platform eg, rope, wire, pole, pipe etc, and use the strafe keys to keep balance.

     

    -Climbing along thin platforms

     

    This one is much better than the previous, but I just want to get all my ideas out there.

    I believe that this will again add dimension.

     

    This could be achieved so: like the edge strafe above, this could allow the player to strafe along a thin object. To do this, the player walks onto the rope, and as he falls, the c button allows the player to grab hold of the rope. Or the player just stands below and jumps up to it or presses c. When on the rope, the player can use the mouse to turn to either face the rope, the side of the rope, or the other side, allowing the player to see what’s going on, on each side. Moving forward would make the player move faster, because he can’t see to the left and right, and he can do a fluid hand by hand movement. Strafing along the rope is slowing for obvious reasons, but not only does it allow the player to see what’s going on, but it also allows them to swing, as they’d do on a rope, except much more stable. The player can lift himself for a limited amount of time (the longer he holds it the better), then when a guard walks by, he can swing down on the guard below, knocking him out.

     

    -Neck snapping

     

    This will give the player an extra choice of morality and a little flexibility if he doesn’t have his black jack, or if he just needs to kill someone nice and quietly. If the player doesn’t have the black jack, this is a fairly drastic way to take someone out, especially if the player is awarded for less killing, more knocking out.

     

    This could be achieved so: The player would have to move a little closer than he would if he wanted to nail them with a black jack, so it would be very hard to do if the enemy is walking. Then, the player can use the manipulate button ( :D) to kill him, but the enemy must be unaware of you’re presence, or it will not even do any damage.

     

    -More thief-like awareness

     

    I liked thief because taking people out was easy and often very satisfying, because you felt powerful. It’s really annoying when you sneak up and hit someone only to find out that they were just aware of you enough for you’re crack to the noggin to be more like a gentle nudge, which is obscene. This needs improvement.

     

    This could be achieved so: The guard should not notice you for at least 5 seconds after he grows suspicious of you unless you are directly in his cone of site, by which time you will have to clobber him with no more than 2 blows. This is time he will not have to tense up, he will be confused and un aware of you’re form and figure, so he will not expect to be knocked out so quickly, after 2 seconds of suspicion, you should be able to knock him out with one blow. In general, try reducing the overall hearing of enemies to about 80-90 percent of the original value.

     

    -Better combat

     

    I don’t (and I know that many other people don’t,) like having to fight people in this mod, but it’s good to have the flexibility if you run out of options. There are a few things that bug me about combat. One, the enemies take a real beating, but you only take 3 hits, lame. Two, when you try and step back, enemies will run very close into you creating a feeling of claustrophobia. It makes it hard to know what he’ll do next. It’s also very unlikely that someone would do such a thing. Three, you should not have to move the mouse to hit in different directions; this makes it very hard to keep an eye on the enemies next move, and can be confusing to perform. If you were fighting someone with a sword, would you like to have to move you’re head radically in the opposite direction to you’re enemy while trying to hit him? No you wouldn’t, you’d want to watch where his extremely sharp blade was. Four, even when you get good at combat, it still kicks you in the balls every so often, in which I mean, the enemy will suddenly break the relatively intuitive pattern and stab you, and you won’t see it coming before it’s too late. This is -badly designed and needs improvement.

     

    This could be achieved so #1: When swinging a weapon in a certain direction, you must press and hold attack button, which holds the camera in place, then move the mouse to swing. This will allow you to keep the camera on you’re enemy.

     

    This could be achieved so #2: When swinging a weapon in a certain direction, you must press and hold the ‘H’ (or what ever is closest to the move w, a, s, d keys and available) button, which temporarily switches the use of the mouse from view mode to weapon direction mode, in which you get a little curser that you move around you’ve view which moves with you’re sword and let’s you know where you’re sword will hit. When ready to hit, you just press and hold the mouse and move it in a certain direction. You can also block a certain spot. Perhaps it would even be necessary to visually indicate where the enemy will thrust his weapon and where you can block it, in case he changes the Pattern and you need to think fast.

     

    This could be achieved so #3:

    Hold the attack button to raise your sword, press and hold either the ‘q’, ‘e’, ‘r’ or ‘f’ button while letting go to change direction. Letting go with ‘q’ will allow a left blow, letting go with ‘e’ will allow a right blow, letting go with ‘r’ will allow an overhead slash and letting go with ‘f’ will allow a stab.

    This is intuitive, because it compliments the rest of the game’s controls.

     

    This could be achieved so #4:

    Hold the attack button to raise your sword, press either the ‘q’, ‘e’, ‘r’ or ‘f’ buttons to attack in a different direction. Pressing ‘q’ will allow a left blow, pressing ‘e’ will allow a right blow, pressing ‘r’ will allow an overhead slash and pressing ‘f’ will allow a stab.

    This is intuitive, because it compliments the rest of the game’s controls.

    (the following good, but not vital) The same for blocking, except with the manipulate (middle mouse button) instead.

    (I strongly suggest this one, as it’s the easiest to pull off, and also easier to perform in game.)

     

    THERE now there’s no excuse why combat can’t be improved.

     

    -Better doors

     

    well, this is something I’m sure you’ve already considered, but just in case…

    The doors are pretty annoying, they automatically swing towards and then away from the door frame each time you interact with them, EG #1-iteract=swing left, #2-interact=swing right, #3-interact=swing left etc, etc… and because you often run into them, you need to press them twice again to get through, after taking a step back.

    This is not a major problem, but I think this should be put on the to do list, as a minor problem. I just think, that this is a great mod, and little things like that seem to shine through the cracks of otherwise fun game-play.

     

    why not make doors affected by physics, they can pivot on the location of the hinges and when closed, be labeled as static. You can either push them by walking into them, or interact with them to make them swing round as far as they’ll go with a fair amount of force.

     

    -slightly longer arm reach

     

    This effects both general item manipulation and combat. Like when you need to crawl onto a table to retrieve an item that you should be able to reach, or crawl on top of a chest to get what’s inside, this is a shame. When you hit people in this mod I think just a little more reach would allow for a smoother experience.

     

    -sharper object selection

     

    Basically just, you can interact with exactly what you're point at, regardless of what's next to it. I mean, how many times have you picked up an object only to pick up something next to it which made noise and attracted enemies? (check further below technical explanation for further exploration of the idea*)

     

    This could be achieved so: by taking the piece of code that determines that you've shot someone (like the doom 3 pistol) and using it to detect an object that you're looking at, when ever you press the interact key.

     

    -* Item's (bottles, candles) don't make noise (or much, or to an enemy) unless you throw or drop them after picking them up.

     

    There's no point in an item making noise if it was completely accidental, especially if you pick up the wrong item by mistake or when you point to low and pick it up, it scrapes on the surface and attracts attention. (perhaps a code that lifts it above the surface when you pick it up)

     

    Honestly, i wouldn't know how to describe this any further than it has been.

     

    Members, read this and tell me what you think by copying the title of each idea, then underneath saying Yes, no or maybe and if you like, what you think.

    EG:

     

    -eating dirt...

    No

    because dirt tastes bad.

     

    If your feeling particularly lazy or tired, just tell me what you think. It's just so that any team members who run into this get a good idea of what people generally consider lacking about the already almost perfect mod.

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