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Mr Lemony Fresh

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Everything posted by Mr Lemony Fresh

  1. I've been wandering for a while now; how flexible will it be when ID tech 4 finally goes open source? will there be a big struggle to bypass everything that's already in place without sacrificing what's already working? or will it be something that just escalates and continues to get better indefinitely? Forgive me, I have no idea how an engine can turn out when it becomes open source, apart from quake which has turned out -ok- in some projects, but still a bit sluggish. I just had the impression that the timely map loading and speed and compatibility were a result of a messy engine Also, people like Denton seem to have made doom 3 look really good, but as far as I know, I can't play with it because I have an ATI card. Will that still be a problem in the future? In about 2 weeks I'll be running 2 x 5850s in crossfire, that's 2gb of video ram, I'd really love to put that to use specifically when doom 3 is left in the hands of the community.
  2. I'm fully behind you on this, I have fond memories of point and click adventure games that had this feature.
  3. HELL YEAH! I LOVE ROSE COTTAGE, it's my favourite t2 mission! welcome!
  4. Well, I think it's possible that you could design a level that makes such a mechanic work, and makes for interesting gameplay, (like if you had to throw your treasure into hoops or something fun) but then it may become necessary to explain why it is in this particular mission that you are suddenly weighed down by stuff. But then there may come a need to invent that the thief has had a magic sack all along which temporarily sends his stash to another dimension. I guess at least this weird aptitude for carrying tons and tons of treasure without the clink-clank sounds could be explain, providing you can justify the extent of magical power that would have to lie behind such an oddity. However, I can guarantee you that this is not ideal for everyone, so I doubt it. lol
  5. Hey everyone, I know someone who has been helping me with my fm, and so far he has a rough dialogue interface going. If you frobb a living npc, It plays a sound while there is text on screen and when it's finished it brings on the next audio clip and the next bit of text. When you want to choose what to say, you use the mouse wheel to select something, then click to say it, which can either trigger an event or more options/npc dialogue. You can run away during the conversation at a moments notice. He's done a good job on it, although he's a bit busy. If anyone wants to adopt it and finish off the code, contact me and I'll see if he'll part with it. Btw, the reason I haven't mentioned his name is I think he wants to remain anonymous until the fm is released...
  6. Oh, yes I did mean it to be universal. It's in the other thread now.
  7. Also, if anyone is worried about picking up something and relying on it to knock out a guard, perhaps the thief should have the ability to guesstimate the weight, since he's holding it in his hands, or even better get a round number, so that a player can pick up and object, a little number appears down the bottom, and you can then think about the weight in relation to how high you are.
  8. Isn't there already a measurement of velocity for objects? when you drop a cup, it makes more sound if you drop it from a height than an inch off the ground. However the sound threshold is calculated from the impact on a surface, perhaps that same result could be timed by the value of weight of the object. As for the angle and AF object stuff, i haven't a clue.
  9. What about... guard dogs lol... I'm serious, dues ex did it so why not. Also, I think the variety in how you can defeat and enemy could do with improvement: Jump on your enemy: depending whether you land on their heads, you should be able to break their necks. Their necks would surely buckle under the supposed 80kg/176lbs of a thief from a height. Of course you'd make a great noise doing it, and you'd need to be really precise when you jumped down. Dropping objects on AI: Not quite sure if this has been implemented, but you should be able to drop things on an enemy AI which should either alert them, knock them out or kill them based on the weight of the object. IE if it's a pebble, they're alert. If it's an empty barrel (that you can lift) they should be knocked out, it should alert guards within a 30 metre radius, minus the noise reduction of various walls. If it's something that can only be dragged it's so heavy, then it should kill them it should alert guards within a 50 metre radius minus the walls again. This adds strategy and intuition to the game so that players can have a sense of self achievement when they spot an opportunity to cleverly deviate from linearity. I'm sure It will not interfere with any past missions in a negative way.
  10. You've lost me. Why would the mapper need to signal to the player that an enemy can be knocked out by something? It'd be pretty much the same as a black jack over the head, except possibly more effective if you pick up a larger object. If you push something that can't be lifted, the enemy could die. If you jump down on an enemy, you'd probably breaks it's neck. Surely the bone would buckle under 8kgs of weight, especially if he's not expecting it to happen. I think this is a perfectly reasonable request... I'll put it in the 'Things that could be improved' thread.
  11. I like the puzzles, did you know you could throw bits of dead body in the water to distract the water monster? I'm mostly glad I haven't had to do a lot of backtracking past monsters in an attempt to make sense of an obscure puzzle.
  12. You should be able to knock someone out by dropping something on their head, or falling on their head from a great height. EDIT: Something that is not currently in place as far as I know.
  13. Yep, should sound more like a hiss with perhaps a bubbly undertone than a raspy release of air. Not that it's not THAT indistinguishable but hey, it could be better.
  14. Agreed. Aesthetically it looks good, and her face suggests a hard women, but it seems rather unrealistic that her top half looks as such. It's not that it's impossible that a rogue would get around with a little boob showing if this were based in a warm setting, but I'm thinking that the lacy-ness (excuse my French) of these clothes are a little unconvetional for someone who needs to be intimidating to intruder and performing those vigorous tasks would be somewhat uncomfortable, what with the corset and everything. I'm thinking plain leather would suit her better, something that compliments the natural curves and shapes of her body so as to be comfortable and practical... lol souds like an ad Ahh, yeah she'd probably have to be a 60 year old doing starjumps to get that particular problem dunno if steampunk technology extends to the maximum support and comfort of women's bras but yeah, not a whole lot of support going on at any rate
  15. Oh well, nobody's perfect lol EDIT: btw bikerdude, nice crypt looking pretty good
  16. Ahhh... maybe if she was in Switzerland? Apart from that, I'm really going for the most practical or readily available material/form that suites the period and the person. If she had money she'd probably have some kinda of slip ons that are a little less crudely crafted.
  17. I'll try to make her look a little more wild and maybe give her a tattoo, but I wanted to convey a certain level of domestication. Think about it this way, would you want a strange/bushy haired/wild looking pagan girl serving your shop? half the customers might think something shifty was going on or think that the food or alcoholic may have been tampered with. I wanted to have a little dialogue if I can (I'll get my friends in if so) and I want it to be a twist when you find out she's a pagan... yeah I know that sounds a little silly since I'm telling you all now, but this is for the most part course work and I'll be mostly trying to appeal to the marker, and possibly future employers.
  18. Well the bar owner made her wear it to make the tavern look classy, the only thing that is still pagan is her shoes because she made them herself and she wears so she has something familiar with her. It's the only thing she hasn't given up in terms of habbits/routine that the bar owner has bothered her about, and since it's so minor in comparison to all the near-free labour he's been getting. Yeah I thought this through EDIT: Also I've noticed that colours on my drawing tablet and on my normal screen are completely different. My tablet's colours are perfect, and the other screen's is too vibrant/high contrast (and yes, I've done a lot of adjusting to no great effect) So in case you think it's too bright/colourful for the dark atmostphere try printing it out with colour and it should give you an idea of what I saw on my screen when I painted it.
  19. <br><br>Oh really? I was worried about that, I have a habit of drawing people around the same age as me and it hadn't occurred to be she was that young!<br><br>I'll change it when i model it. That way i can fine tune it.<br><br>EDIT: I've taken away the freckles, which seems to have aged her half a year<br><br>I'll also make her arms and legs a tad bit more long.<br><br>I think the main thing that is making her look young is her stance and the way her hands are fidgeting, but i wanted to make a girl who had come from a horrrible cult background which left a mark on her, giving her a lack of trust for everyone. She ran away when her community tried to sacrifice her and she ran through the countryside looking to get away from nature but unable to get work until she stumbled upon this tavern and the guy hired her because the town is small and doesn't attract many people. Since she has not seen much of the outside world, the tavern owner managed to con her into working by giving her modest food and water instead of actual pay.<br>
  20. For what it matters Jesps, I think you should have won. The story may have been basic, but I distinctly remember having fun on your level not being able to complain about much. Glenham tower was... alright... I wouldn't have guessed it would have won though, I thought Biker dude's map was better because of the quality of the visuals and the exploration.
  21. nah just the main stuff, and it has to be cooked and on someone else's plate XD
  22. There's a walk-through? And yeah I just chucked down one seed then threw both amulets on top didn't know that I could get through the temple after that? I was a little apprehensive considering it's kinda tricky to get in unnoticed.
  23. haha, fair enough, but really it's not so bad to try everything and get a good feel for what works and what doesn't, it's all good experience.
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