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ungoliant

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Posts posted by ungoliant

  1. How the crap did you get a "No Honor Among Thieves" Overlay on the main menu while this campaign is the currently installed FM? Because that is frickin AWESOME! I like this much better than the default of going to "new mission" menu to see what is installed. Also gives a chance for FM authors to add their own creative vibe to the main menu while their FM is installed. supercool.

     

    also, as always, love this campaign. thanks for the updates!

  2. I remember I found it when i was first trying out a Thief FM a long ass time ago, like "The Bridge", or something was the only one I played. I may have tried the TDM demo out and just lurked the front page of TDM on and off once every couple months for a couple years. I think I got hardcore addicted and joined the community when I discovered DR and was playing with it. Even if I never produced a finished product (yet?), I've learned a lot over the past few years, and I'm glad TDM was the catalyst.

  3. I'm not sure how this could be achieved without 3rd person or body awareness, or some silly indicator icon on the screen that tells you that you are dressed as someone else. Also, I'm fairly sure that the AI are simply not up to the task of behaving like a believable thief, as long as they don't jump, mantle, crouch, sneak, climb rope, stick to shadows, or anything like that.

  4. Damn, that's too bad. I didn't finish it, but Amnesia was a good game (as long as you remove the teeth grinding sound effect). Too bad they changed their approach. Guess they had to pay the bills?

    More or less. What I heard was "We were too busy making other stuff, so we let someone else make our game". That's what I got out of it.

     

    I haven't made it too far yet, but I got to refueling the truck, and just... off. turn game off, I'm too much of a pansy for these games, lol. Being not completely desensitized from fear or general emotion yet in todays world, this game scares the piss out of me, just as much as original Amnesia. The lack of inventory and inability to run out of things that make fire and light certainly doesn't help the game though. Also there is a completely horrible disconnect in the players mind between moveable and static objects. The placement is totally random, and about 85% static.

  5. still not done. not likely to be done. I've got stuck looking for exit objective, not once, but TWICE. Climb up one part to get stuck in another. running around in circles with notarget on, still not seeing the way out of the power station, and i don't care anymore. ending mission. not returning. I got my 700 loot and i want out. Escape-quit is much more satisfying than the given ending.

    everything about this mission is GREAT until you are ready to fucking leave, which is incidentally when you are 10% done with the mission apparently.

     

    Maybe i'm just impatient and should have played call of duty today.

  6. if you want to take the difficult route, use adblock (everyone should have adblock always anyway), open up the list of blockable things, and search through the object subrequests for the appropriate source. The link is always gibberish bordering on obfuscation, but once you get the hang of it, its not too rough. Can use this for pretty much any streaming video source on the interweb.

  7. That was the intended effect. Finding your way in the darkness is an element of gameplay after all, plus everything relevant tends to be highlighted or silhouetted in some way (even if slightly). I think mission authors should be bolder with low light settings, and use that for gameplay

    I agree with this, but I also remember Deceptive Shadows getting a lot of complaints for this. I don't know if its just a matter of implementation, or what, but I guess it seems something that if you're going to do it, you must do it near-perfectly or just not bother.

     

    Also, this mission kicks ass.

    I will say that the difficulty level made me a little bit uncomfortable, even though I haven't been busted once yet. It's more that I'm used to almost by necessity frobbing for hidden stuff in every conceivable or inconceivable place. The combination of stretches of well lit areas, no-light areas, and the constant patrols make this very difficult. If there was some kind of disclaimer like "theres no ridiculously impossible to find hidden loot scattered in random spots" put into the FM description, I'd have a much easier time enjoying this to its maximum potential (which is a hell of a lot), and not focusing on "ok how do I time my movements to do a quick 3 second frob-spam across this whole area before this AI turns around and comes back"

     

    I think a solid objective with no loot objective would of suited this FM very well. It could be like... a "find the sack of something that makes this trip worthwhile" objective, which is just a sack stuffed with looties. My humble opinion in any case. Other than my 100% frobspam all areas difficulties, I'm friggin loving this mission.

    Thank you for another quality FM, Melan!

  8. While screwing with visportalling and leaktesting, I noticed there is a filter to hide visportals(of course), but there is no filter that can isolate them. So here is a filter I made to hide everything except visportal brushes:

     

    type			match					   action
    --------------------------------------------------
    entityclass	.*							 hide
    entityclass	worldspawn			 show
    texture		  .*							 hide
    texture		  textures/editor/visportal				  show
    texture		  textures/common/nodraw				show
    

    makes it real easy to quickly select all visportals in the map for layering, or turning to stone for leaktesting, or whatever purpose you may devise.

    • Like 1
  9. I dunno about any universally great classical music for TDM mapping. I have my own bias towards solo piano works. Beethoven, Liszt (especially sonata in b minor), and Rachmaninoff get high amounts of play time when I'm mucking about DR or 3D modeling stuff.

    Was looking on youtube for a version to link here, and was shocked to find a 1977 version by Horowitz that I absolutely haaaated. never happens. My preference on Gilels, unfortunately, is in terrible quality on youtube (that i could find), but this one by Brendel is pretty good.

  10. I've been thinking about this one for a while, and I've determined there's no possible way to make a "correct" decision on this one. People are gonna bitch either way, and if you give it to them both ways it opens up that door of players starting to customize their own personal gameplay mechanics, and God only knows what follows from there over the prolonged future. I wouldn't worry on it too much. Flip a coin and if anyone bitches, ignore it. Actually, if nobody has noticed how the current arrow mechanics affect stealth score (I sure didn't), then just keep it, and delete this thread like it never happened, lol.

    Grayman might be right, some stuff about stealth score mechanics should be kept swept nicely under the carpet.

  11. If you don't like the game after the fact, how does that help anyone, and how does that influence EM to make a better product?

    You are assuming there was a sale involved. I for one, intend to pirate the everlovin' fuck out of this product. If I like it, then I will pay for it. I kind of feel like doing this for all videogames until the industry brings back things like, I dunno, the existence of a real freaking return policy.

    Existence of certain elements that hinder enjoyment my foot. TDS didn't have rope arrows or swimmable water. Horrible. Would still pay cash money for product.

    Hands-on-trial is the only way. No refunds allowed means pirating is the only real voice you have in improving the state of gaming. pay after play.

  12. Perhaps the vanilla game will not have the dogs, or any of the "next-gen" stuff that would not work on last-gen, and then it will all be available through 10 different DLC packages on the xbone version. Thi4f: d0g |)L<. Only on XBone. XBone Launch EXCLUUSSSIIVVEE.

    Wait... that gives me an idea.... Focus DLC! Shroud DLC! game runs without focus and with a lightgem, until you pay for focus and shroud DLC's. :laugh: You know, I think this is one Idea EM might listen to, because it means more pocket-lining from 'Big Casual' demographic

  13. Not only that, but the privacy concerns with the kinect sensors monitoring everything you do and the always on function of the XB1.

    the privacy concerns are easily the most important topic of this entire issue, but whether spy stuff is or is not in the xbox, 90% of consumers will never actually believe the spy stuff is there or is real, or just don't care enough to vote with wallet against it in the face of 'omg supercool graffix on kewl gamez'. so really it has no influence on consumer purchases (overall).

  14. sure about that sometaff? vision indicators all up in your screen edges, and big captions of "suspicious" and "alert" hanging over all the AI's heads throughout the game, even if you do not interact with them. Well you have to interact a little, you should still

    the loot from the AI once in a while...
  15. personally with TDM at default config, only 5.1 works for me, and i have a 7.1 setup. And this only works after setting Windows to say "using 5.1 speakers". Pain in the ass. with s_useopenal cvar in TDM 2.0, it finally works properly with 7.1 (except eax).

     

    @nb: the thing with s_numberofspeakers was really just that it was the only console feedback telling you if your surround sound was really working or not, and what type it was using. you could try setting it manually, but it still didn't work 99% of the time. This is fixed in 2.0, it now properly outputs if you're using stereo, 5.1, or 7.1 via menu, so I don't use this cvar anymore, really.

     

    I've got surround sound speakers and I always just assumed it worked properly. If it's not I'd like to know.

    try the s_numberofspeakers cvar yourself and see if its really working. As a final test, I usually go to the lockpick area in the training mission, and spin around in circles next to the loud machine.

  16. If that xp is used for anything other than achievement unlocks, the game is already ruined, period. The only way an rpg system like this could even be FRACTIONALLY acceptable is if its like a KO / Killing / Stealth skill tree, where you only get points for the stealth tree by gaining xp for every AI in the level that you DIDN'T kill, small points for KO. And frankly, even that system is abysmally terrible. But still better than what was presented.

  17. Body awareness. Your body is attached to your hands, so you can use your hands as a frame of reference to figure out where your body is.... yeah.

    Or, alternatively, since NuGarrett wears darkened contact lenses apparently, its hard to see where hes going. Keeping your hands in front of your face is a great way to make sure you don't run into things.

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