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jaxa

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Everything posted by jaxa

  1. Looks so. It appears to be animated based on its position + flapping in the 3 images!
  2. Looks like Greebo got tired of blocking spambots on Feb 3, so I would PM him.
  3. Follow up: http://americanart.si.edu/exhibitions/archive/2012/games/ http://games.slashdot.org/story/12/03/16/1954206/the-art-of-video-games-exhibition-opens
  4. jaxa

    Spring RTS

    Check out 0 A.D.: http://www.moddb.com/games/0-ad/
  5. Didn't Notch basically renege on funding Psychonauts 2? Or at least threw out misleading information? In other news, don't listen to Notch.
  6. I got Walking Dead spoilers in Google News, so I feel your pain.
  7. jaxa

    First Questions

    Play maps on the "easy" difficulty level, should be less sensitive.
  8. or half as much with double framerate
  9. We were warned going in that it would be limited to orders of 1. Maybe you could try and get it from the other distributor though?
  10. It's a nonprofit's first launch. I intend to give them plenty of slack. Got one coming in April.
    1. Show previous comments  1 more
    2. Melan

      Melan

      That heart is 850 years old. I hope they can get it back.

    3. jaxa

      jaxa

      I just hope this is for a bizarre cult ritual and not just profit motive.

    4. Xarg

      Xarg

      Perhaps they should check the vistor books for any Thomas Porter's, William Steele's, Corbin's, Farrel's, or so help us, Garret's. Also, stealing a heart?

  11. For $30 you should be able to get 8 gigs of ram
  12. Looks a lot better than it was when it first debuted. I say amnesty for Shadowhide on the leap day.
  13. I can't wait for Shadowhide's next mission.
  14. So what becomes of our broken hearts? Shadowhide returns home today to the place that it all began, and I urge us all to dry our tears, suspend our sorrow and perhaps anger, to remember the sweet miracle of Shadowhide.
  15. http://forums.thedarkmod.com/topic/13471-bugs-in-training-mission-general/
  16. Nice thread. If you check out my bug report low priority feature request I also mention webs and boards. So I basically asked for "flat", slashable destructables. It's not impossible to do this, but I imagined something where the object could be dropped in and the in-game physics would handle its destruction. There is no question that this is a throwback to Thief. I myself would slash every damn banner I saw... ghosting/power looters would be turned off by this feature if it was loot mandatory or didn't result in gameplay consequences. 1. If you see banners or etc. in a mission, they generally simply block the player. 2. If a range of objects could be made slashable, it's not necessary for every slashable object mechanism to be based on complete obstruction of the player view. 3. If you're able to frob highlight the banner, bricks, whatever, it makes it too easy to figure out and removes the consequences: noise and debris. 4. It gives the sword a purpose outside of combat that allows more world interaction. This interaction isn't very hard to figure out in the case of cobwebs and other loose blocking objects. 5. It's fun to destroy do bad things. There's a lot of ways to go about using these objects, for example, frobbing to roll up tapestries that are hanging on a dowel (frob highlight is suggestive, but doesn't necessarily prove there is something behind it and doesn't cause much noise). For mappers, maybe the sword fulfills explicitly stated objectives like busting a certain pipe for sabotage or something. In summary, I don't want to waste team but do want to highlight a potentially fun aspect of the Thief games that is missing in TDM (or the maps, if you're saying you can script it).
  17. There are numerous plugins that either download YouTube videos from a Google mirror or take the stream out of your browser cache. It's better to get the sounds straight from the modder though, who knows what happened to the sound after the videos were uploaded.
  18. I'm aware that some maps can be optimized more, and that many others already run fine. But if someone were to make a map with just a gratuitous amount of fog, animated models, dozens-hundreds of AI, or large open spaces, with the aim of taxing the engine as much as possible, it could be better to make two versions than a compromise map for performance. Once both versions are out in the wild, the people who can play the high end one can do so, and those who can't just have to wait for Moore's Law to kick in. Edit: Oh, and if it can be done by using the difficulty level system, all the better. I guess what I want to know is whether performance considerations are constraining anybody's creative visions, and are there ways in which planning for performance (visportals and room sizes) makes the map look worse.
  19. Has anyone entertained the idea of releasing 2 versions for low FPS maps? A "light" version with fog and other effects reduced, lower poly models, smaller textures, etc.? That way everyone can have the cake or bread.
  20. Cheap rings with no gemstone, pouch of coins (slightly open at the top to see coins inside), plates (like china, there was some like that in T2), silverware, maybe some kind of quartz or other low value stones, for display in mansions and especially in the case of mines where ore and small unpolished stones could be found, hairbrush/combs, medals/medallions, ankhs and other symbolic necklace type things, bracelets, anklets, maps, compasses, additional labelled wines or small crystal flasks, steins, dolls and figurines, watches and small timepieces, bowls, ornamental daggers, tapestries (you can grab paintings), individual ornamental chess/backgammon pieces, dice, small pottery, music boxes, porcelain, items that could be associated with the pagan faction in a village/forest or manor/museum display setting. And if it doesn't look like loot, give it loot shine!
  21. Hah I should have asked here back when I had the same problem.
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