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Scampada

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Everything posted by Scampada

  1. Well, okay, it's a big job to do, but he's a man who knows much of TDM inner structure already, and I am a man who knows almost nothing of it. So for him it's a little job compared to me, for I must in the first place learn how is it working and then try to do something. Knowing just how to code in C++ isn't enough for modding, I mean. More important is to know inner design of the system; he may be experienced in that so I named it 'a little job'.
  2. I'm too lazy to think about it, 'cause if I would start thinking, maybe I would start trying, that is, trying to do some s**t out of modifying something a little... and I'm too lazy to do it. So, nah. I'll better play the game... and maybe wait... It's great. You all are superb developers. Keep on.
  3. Nope. This is what happens when you modify it a little too little. You have to modify it littlier. That is, more little. I mean, little, but more, and just a bit more!
  4. Did anyone say it would be nice to have multiplayer in TDM? Look, there certainly is multiplayer in Doom3, right? You just modify it a little and woohoo! Well, say there are two teams, guards and thieves. One or more thieves and as many guards as map author may want. Thieves become invisible when in distance from an observer and\or under darkness cover; they lose their invisibility on light or when they're critically close to an observer. Their invisibility may be contiguous... Erm, dunno if I speak correctly... They may be half-transparent, or almost transparent, or totally transparent. Or totally opaque according to circumstances (light, distance etc). It's not too hard, eh?
  5. I believe you can do much with the inner script language, without need to modify the mod itself. As mapper you probably can script many ideas using no pure C++ at all.
  6. This could be caused by lack of proprietary video drivers maybe. There are problems with them time to time under Linux. Ahem. No, as far as I know. Nowadays there is much more game ports which run as natives under Linux. Didn't care much though, I'm enjoying Wesnoth and Moria under Linux. Ah, Arx Fatalis, too. Great games.
  7. I've tried this. It won't load a map because the game had not found mynew.proc file. And dmap warned me of leak. Indeed, I have removed 3 walls manually, then resized and duplicated the last one, and placed 3 new walls as they were before... At least this looked right for me. I guess there was a tiny gap somewhere... How can I check for it in DR? If I put walls together manually.
  8. @dem, I have one more question, how should I execute my map for testing? Look, I've read Wiki, but it's not obvious for me: But, There is not any maps folder in TDM/. I unpacked the startmap following its manual page to TDM/ so it's something like TDM/startmap/maps/startmap.map So what should I type in console? The Wiki manual looks a bit outdated. This means, one huge box and lots of small house-shaped boxes? Or something else? Ah, by the way. Is it true that using patches for walls and etc. is more preferable than using basic solid blocks? I mean... I climbed onto roofs in 'Tears of Saint Lucia' and occasionally fell down into some house... And it was transparent, from inside I could see the streets. It was one-way textured. So this house was made of patches, right?
  9. Can one change entities' attributes such as Team from inside the script (which are to be written in Python)? E.g. I enter the church and all Hammerites are friendly as though I only went to take a blessing, but when I take someone valuable and someone notice it's missing they alarm and become unfriendly.
  10. Huh. Great. Terrific idea. And its effect may vary depending of enemy type: heavy armored Hammerite will obviously fall, and a common thug won't.
  11. TDM's way of lockpicking isn't absolutely great -- I like its basics, repeating rhythms and so on, yeah. But if you pick locks when staring at the door hinge it's not much good. You can pay this no attention, yeah, but if there were alternatives... Hmmm... So, if there were good model for player, it would be OK if he was 'forced' time to time to be in specific positions. Or, maybe, if it's possible, the game would vary the model's hands direction so they would always point in the right direction...
  12. This also was implemented in Thief 3. I see no differences)) In Thief 3 you can even look left or right without turning your body, so you can see your arms and weapons from unusual angles -- very athmospheric.
  13. Oh. This one. Are those 'false streets' textures or something erm... unique? Erm... I mean. I have not read about them yet, at wiki, but... I think they are prerendered pictures that are used as textures somehow... Aren't there more of them? Can I map some buildings, render them, and make my textures alike?
  14. Excuse moi, I just failed the non-killing objective killing a rat a minute ago. Ahahahahah. Geez. Maybe it is possible not to extend this trigger to rats, spiders, zombies etc? Is it map-specific? (if so TD2: Chalice) Btw is this map ghostable? I found no possibilities to get by guard totally unnoticed. I even get onto the windows outside, climbing up, but the author didn't make it possible to make it this way.
  15. I have also set mouseWheel for cycling Inventory and object handling works fine for me. I'd like to handle candles without noise as was proposed also... It's quite difficult to put out a candle comparing to Thief 3 without attracting attention. I thought you just blow it out instead of taking it, doing smth to it, and then putting it to its place...
  16. As I've experienced after two days playing, pickpocketing keys isn't way too hard. I can even grab them without seeing 'em. But, in some cases, like the key in a pot in 'Tears of Saint Lucia', it's easier to get them without looking right into it. Is it possible to leave them only for static keys? PS Too bad that there is only one jdude's mission. It's terrific! I want more!
  17. A moment ago I alerted a cook in TD2 mission, he said 'an intruder', opened the door and ran away. Two guards were staying behind this door, even I could see them and they kept still and silent. The cook didn't alert someone, he just ran away. Why don't they alarm shouting, so all nearby units became startled? Even more, it looks strange when a character sees that a candle or a torch is off, says 'I don't want to lit this myself' and keeps going in full darkness! Couldn't they script them somehow... Yeah, I saw them litting candles, it's terrific, but it's not safe: you can just remove a candle from its position, and put it at some dark corner, and no one will search for it to lit again. Well, shall we go further -- if someone wished to find a missing candle but it's damn dark everywhere, what could he do? Maybe he'd get a torch from a wall or a lantern and search for candle. I didn't notice them litting torches again, only candles. Maybe I've played too little yet. Well, what if I put their torch off right in their hands? They should lit it again... Isn't it implemented? I haven't noticed yet. And if it's dark where he goes and no candle he can find, and no torch he can get from a wall and no lantern on a table neraby, what then? Why do they go their way in complete darkness, as if they were cats or something? It's not natural.
  18. He falls in an opposite direction when pushed into models and, these models are also stunned for a few seconds.
  19. Heh, they must only remove this dumb animation with moving your leg to lean and all would be OK. I dunno. Why not create a player model which will be visible only by player or something? I can not understand.
  20. Excuse me for arguing, but, I believe extending the existing 'push' ability would be enough. Look, you can push crates? When you run you can push them faster? (I think it's so) So, it would be better that player could use this ability to push enemies, and, for they are not as heavy as crates, running and bumping into enemy would be enough to make him a good impulse. If an enemy is standing near ledges, this may extend in a 'falling over' reaction also. And it would be much more realistic. What super-expendable tool you need to push someone? But, pushing someone causes either death or alert #5, and it's obviously would not be a popular job to do.
  21. Btw, when a guard is alerted and searches for ya, and his vigilance is way too high, he maybe would cry and shout not just repeat 'I shall find ya'. So much more nearby guards would be alerted. Look, you notice that all supervaluable loot in the room was stolen, your guardmate is missing, torches are off, and you just keep going around and grumble 'I shal find ya'? You should run everywhere, lit all torches, and shout 'To arms, to arms, taffer here!' When you pickpocket them, they shouldn't also be so pacific. The pickpocketed guard must stop, alert, and start searching -- not for you but for his purse, maybe. So it wouldn't count as your 'alert #3', and he wouldn't be alerted (with his sword in its sheath) but he would perform a search action in the room where he noticed his purse missing, and in the near-by.
  22. Why? Okay, it's a big work to do. But why less freedom? I haven't noticed any such decreasing in Thief 3, where I could see my legs, arms, chest etc. Nah. That's why I proposed it here! Maybe... Nah. Hmmm. This might be implemented as super-extremal-hardcore-geek-true-ghost-thief-player difficulty mode. Super realistic! But, playing with no own shadow, active or not, is a bit boring( just a bit.
  23. Sounds not much realistic. It's very vigilant. More than a man is. But, one can always invent THE MEAT ARROWS!!
  24. This would be implemented as a 'foot sweep' while crouching... Maybe, you pull an opponent's feet and he falls. But, must be a long pause between uses, so you wouldn't strew all enemies around and leave promenading. This would differ according to enemy type; For example, you can easily catch a hard armored Hammerite's leg and pull it and he falls, losing his balance, but when doing this with a common thug not wearing heavy irons, it would not work. It may only stun him for 1-2 seconds, as though he fenced and made a mistake.
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