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Destined

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Everything posted by Destined

  1. I succeeded in ghosting almost each mission (that also gives an achievement, so it has to be possible). The most important tool for that is to improve your amber vision as soon as possible. With that you can see guards through walls and thus can also account for guards in upper or lower levels. The invisibility is also very helpful, even though it does not last very long. Apart from that, you just have to look for the right path. Ususally there is one somewhere with only a couple of guards (if any at all). Clones are alos wuite useful as a Diversion (they also have a "smokebomb" ability for if there are a lot of guards present) If you don't want to aim for the "mercy" achievement and just don't want to be seen (most People don't see that as ghosting, although the game itself sees "ghost" as not triggering any alarms), throwing knives are also very useful (especially because you can use them, while leaning around corners). But as I said: it is definitely possible to ghost each Mission. And it is also possible to finish each Mission without any tools. The combination of both is quite difficult, but should also be possible.
  2. Apparently they have also changed the "blink" ability for this "darkness grappling hook" thing (don't know how else to describe it). The thing I aks myself is: Can people see you move, while you use it or not. It would change the gameplay compared to part one, since you would no longer be able to blink from cover to cover...
  3. If you already wrote the script, you can simply include a function where you let the guards target the Path_corner. Should be something like Guard.target(Path_corner). I am not 100% sure with the syntax, but I think as you have set it up, it is as you said, that the guards target the Path_corner, cannot reach it and thus ignore it. If you let them target it after you teleportet them, it should work.
  4. The logistics is something I regularly think about. I play a lot of RPGs (mostly as rogue) and as annoying as the limited inventory is, it is more realistic. In a real burglary many valuables are quite difficult to transport (a TV for example is very difficult to carry alone). In many RPGs at least the weight is limited (although the volume is then neglected). In most stealth games you can just take as much as you want, without regard to weight or volume. On the other hand, it would empede the fun if you are limited that way, so I can clearly understand, why they do it. What is the difference between theft and grand theft? Is it only the amount stolen or are there other factors that influence the severitiy of the crime?
  5. Well, we can only see a small fraction of the house, but it should not be too difficult to build it in DR. And the "steal items by clicking on them" sounds quite familiar
  6. It might in general be interesting for this study how stealth game players would act. With them they would have a group of people, that have trained in a virtual environment and this is how the whole study is about, if I understood that correctly. At least some of the mistakes made by the student (like getting in through the front door), is something most TDM players would not make. On the other hand, this entrance is blocked by guards in most cases. If this were not true, I think, many players would choose the front door (simply due to lazyness).
  7. I have to agree. The last fight was unnecessarily unstealthy. Regarding the skills: you can do very well without them, but some situations are much easier, if you use them.
  8. I just read the first article and found it really interesting (do not have time for the second one right now, though)! I am not sure, if I will get an honest answer to this question, but anyway: How many of you have thought about actually breaking into a house? I have to admit, I do quite often think about good access routes into an apartment, that I pass (especially, when I am walking somewhere and do not have anything better to do...). But I would absolutely suck at evaluating how wealthy the residents are... I think, most TDM/Thief players would find good access routes, but would (just like the students in the study) take too many things with too little value. At last, this is what you do in the games: Take everything you can carry. Would be interesting to limit the number of loot items you can actually carry. It would be no problem to script that... Maybe I will incude it in my WIP. I like the idea
  9. I would still recommend it. I liked it very much. I only had one problem: when I start the game, VC Redist tries to install, but does not succeed. The installation just sits there and nothing happens. The easiest way around is to not allow the installation. The game runs just fine without it, I always just have to remember that I have to decline the installation (btw: I have the same problem with "Invisible Inc.").
  10. Well, the corners of the triangle you see beforehand should sit on your grid. Then you can select them with your cutting tool.
  11. You can just first use the side view and cut the brush there, then change to front view and cut there. That way you just see a rectangle each time and do not have to worry about how the shape changes. From your pictures it looks like you mainly use the 3D view. I have trouble working with it in general. I always use the top and side view to move or edit objects and use the 3D view just to watch how the change looks in the room.
  12. I want to teleport the player to a position relative to the player. Would this be possible via the "getOrigin" "setOrigin" pair? IS it in general preferable to use teleporters instead of the "setOrigin" command?
  13. You can set the origin of the model in the "origin" spawnarg. For the best orientation I usually set one corner of the model to the map centre. Then you can easily see, which values you have to substract in which axis to set the origin right (in your case half the window width along the green axis).
  14. Your Easy Recipe series is very nice! Saves a lot of time for a newbie like me! Keep up the good work
  15. I think, this is a good way to do it. But although I do not wish to discourage you, I think adding a new weapon is quite high aimed. I am also quite new and tend to plan over my head. I did not want to make a new weapon, put a wrench like in Thief 4. It works quite well, as soon as it is in the inventory (I can in general use it like a key), but creating a new model takes some work. If you have experience with Blender or similar programs, you are fine. Otherwise be prepared for a lot of learning. I myself have spent a couple of hours and only have a model, that is in no way of the quality I would want it to have in a mission. As I said: I don't want to discourage you! I just wanted you to be prepared, that making new models is a completely other thing as building missions.
  16. As far as I know, remake is (as Xarg says) just the old game with pretty much the same gameplay but modern graphics (currently very popular are the ports from PS2/PS3 to PS4, these are all remakes in my eye). The reboot on the other hand takes the franchise, keeps some popular characters and then changes the story, appearance (like more gritty, that is actually really quite popular these days) and maybe even the gameplay. Anyways, you get a whole new story in a set universe (e.g. the new Star Trek movies have the same characters, but a completely different storyline).
  17. Sounds to me, that the AI is put slightly below the ground and thus falls down. You can just zoom in, to see if that is the case. You could try "snap to grid" or raise the AI by hand. If that does not help, I have no idea.
  18. I also think, that character develpment is unnecessary in FPSs (and a game like Thief *loking at T4*). And although I also agree that character decisions with consequenses make games more interesting, I would not miss them in a game like Doom. The various way approach on the other hand, would be really nice. BTW: If you are interested in a simple shooter (like UT) with no character progression (as is currently common in Battlefield etc.) you might want to take a look at the game "Toxikk". They explicitly advertise that they have no character development whatsoever. The gameplay is completely in the style of the old UT games, where you only rely on your own experience and knowledge of the maps.
  19. The situation you describe should not be too difficult to make. You can make a simple stim/response pair, that changes either the team of the player/Builders or the team relation between Builders and the player. For Stim/response see the last page of Fidcal's Tutorial in the wiki (http://wiki.thedarkmod.com/index.php?title=A_-_Z_Beginner_Full_Guide_Page_6). I would recommend going through the whole tutorial, if you plan on starting to map with DR. I found it most helpful and easy to understand. With it, most questions I have seen,that you have asked, should be answered (e.g. running a test mission in TDM). Another remark to scripting: There is also a tutorial on the wiki, but that is, sadly, not yet finished. I myself have absolutely no experience in programming/scripting/coding, but with that tutorial and some help here in the forum, I was at least able to make a small script for my map.
  20. The stolen purse might get noticed quicker, but it is easier to steal, because it is bigger. With a small key you have to get pretty close and maybe have to fumble around to get it loose (or cut off). As mentioned before, the key is unlikely to be dangling on a cord on the belt (aas the purse is more likely to be), but is maybe tucked into the belt. This makes it more difficult to steal.
  21. For chests it is a really good idea. On guards I actually did not really mind. After some failed attempts I usually just give up. I am not perfectionistic enough to loot all the gold in the level and just rely on other loot.
  22. I have so far never encountered any problems with pickpocketing keys. But I have quite some problems with money pouches on guards. So as for the problem at hand, I would also leave it as it is.
  23. It might be, that sometimes in the future all support will end. But when you look at how long TDM has existed, I think this will quite take some time. And at that point, I hope, there will be another mod, with a younger community and a newer engine, that will continue the work. It might not be the exact same world, but it will hopefully be an enjoyable sneaking experience.
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