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jaxa

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Everything posted by jaxa

  1. What a repository could look like:
  2. Are mappers automatically announcing every new texture, model, sound, scripting technique, etc. that appears in their missions?
  3. Repository allows mappers to share assets they've found or created, without having to make individual threads for "asset donations" or whatever. Having it all in one dedicated place could help mappers find stuff they hadn't heard about. Repository could have advanced search options using tags, file size ranges, color ranges, duration (audio), etc. Popular, high quality assets could be added to the mod, there could even be a simple voting system to help determine this. I don't really see making the repository CMS to be the difficult bit, as much as potential bandwidth/storage issues and a modicum level of security. User might delete missions to save space, but won't be deleting mod assets (aside: could a script be used to identify duplicate assets in multiple missions?). Also, how would mappers #2-X get texture/model Z now, by noticing it in a mission and asking the mission author? Creating a central location for legally/license acceptable materials to reside could help promote variety, quality and notability. What are the criteria for assets to be added now? How often do assets get overlooked?
  4. O' course, mappers can use button/switch activated electric lights or more complex systems. Change it to: Leden von Zeppelin, famous proprietor of flying devices.
  5. Because it sparked a discussion. For example I thought there already was an "assets repository" (stuff uploaded but not included in the mod updates). If there isn't and anyone wants to start one I would like to help.
  6. They may even commit suicide. Winter Harvest
  7. jaxa

    #OpHiroshima

    Oh man someone's gonna get an angry phone call this year.
  8. I had it happen one time. It's probably been patched.
  9. That's easy. If the mission includes a shop, you buy water arrows over mines/broadheads/etc.
  10. Part 3: Well the skeleton guys (revenants?) are probably considered semi-intelligent, but as for the zombies you are probably correct and this could probably be an easy fix (they bang on non-locked doors 2-3 times with a simple animation and the door swings open on the last try). I want to go back to an undead mission to see how this looks myself. Naaah. It was one of the sillier DS exclusive features. Maybe a mapper will want to do it, seems like a lot of work though. Note again that mappers have a lot of leeway with crafting their little "universe". See Dram's airship demo video as an example. Shadowhide also made a WIP train. Rather than saying that the burden for new features is on the mapper, I would say that the mapper has a lot of freedom to explore their creative vision if they put in the work. New weapons and items do get added, 1.07 added the vine arrow. I hope this feedback helped you out; I don't want to see you dismissed outright but obviously you need to play a bit more (there are archers!) and you should recognize that the TDM team has discussed all of these issues in depth for up to years before 1.0 was released. To the mods: y no 20 quotes lul
  11. Part 2: Is it a bug or a misunderstanding? More specifics are needed. I don't know what mission you're referring to, it could have been bad sound portalling or whatever, but I will note that under certain conditions in real life it's easy to hear noise that's 1-2 floors above you. And guards have the capability to run around alerting other guards. I'd also expect alarms to wake up multiple levels of security, where applicable. This is true, this is in, and this was improved upon in recent versions I believe. The proximity of the guard to the water arrow splash currently makes a difference I think, and mappers can set lights as essential (relightable) and can vary the suspicion levels of guards to match their needs. I think this has been improved upon recently. It's also partially up to the mapper. Play more missions, they do. Guards without bows throw rocks at you, as a counter against their inability to climb ladders and other inaccessible areas. A lot of mappers have reduced the amount of junk items that can be frobbed in order to make loot stand out. Unmovable junk items are considered by some to be a bad thing, so although this is probably an unpopular idea, you may have something here. I'm mixed on this. Normal doors should stay as is... doors don't have too much force and they aren't flying open as it is. Elevators should crush or damage players and AI, but it's been a few versions since I've tried it myself. This is obviously up to mappers, but I'm sure the feature exists. Not many mappers make their own videos anyway, but do use the little "slideshow" feature for the beginning. Conclusions could be interesting for those creating more story-oriented missions and campaigns, which are again not the main focus for most mappers. Blame the mapper. There could very well be a curfew, and you could be wanted (circumstances of the player character are "determined" by the mapper), but as I've said it's entirely possible to set certain guards and street people as neutral to the player. Now that there are more missions with non-hostiles you should pay close attention to the briefing information and objectives, which, if well-written, should tell you all you need to know to avoid being attacked on sight. By default you should sneak around though.
  12. Point by point response here: Crossbow - I figure a mapper may be more likely to provide slight weapon mods like this. For example a bow sight mod was created not too long ago. I'm not very familiar with weapons history but wasn't the crossbow a significant development that brought both "higher damage" and faster reloading speed? In fact if anything the rate at which you can shoot arrows with bows in Thief/TDM/TES/etc. is unrealistically fast, probably won't see more than 6 a minute in real life... Dagger - Isn't this the default pointy weapon? Oh, it's actually a short sword. This is a fair compromise bridging Thief and TDS... you get the sneakiness and speed of a dagger and the slashing utility of the sword. Adding a dagger probably wouldn't be too hard but it could require a new animation. I know CoSaS Mission X used a dagger with a thrusting action and paralytic poison ability. I'm more anxious to see slashable curtains, paintings, hedges, and cobwebs see greater use. Gas arrows have been around forever, as with fire arrows. So have landmines, but the latest versions of TDM have fixed their behavior so that they are now useful! A sizeable majority of the community doesn't want to see this. Implementation in DS was clunky and ugly. FP is more realistic. You could possibly make a case for some kind of body awareness, but even that is mainly a distraction in terms of gameplay and you can find a more in-depth and much older debate if you search: http://forums.thedar...773-small-idea/ Note that you can sort of see yourself in some "mirrors," although these are used sparingly as they can hurt framerate (?). (Here's my plug for helping you search the forum and other stuff: http://t4lg.anodal.org/ ) Rather than a mod feature this kind of thing should be introduced by mappers if at all. There are a few Thief OMs and FMs where you start out disguised or something. Similarly, TDM uses "teams" and other features that allow the mapper to create guards that don't try to kill you on sight for realism/city strolling purposes. This could be used to simulate a "disguise". I could see some kind of temporary damage resistance or shield being used to bypass certain locations (lava/arrow/boulder puzzles?) or as an in-mission player choice, but the default mindset is that you want to avoid direct combat and damage, and if you do damage yourself by falling or getting shot or fighting some spiders, you use your limited supply of potions to help you out. There are healing and breath potions, not sure about slowfall. It seems like a good idea. Mappers can certainly use scripting to simulate traps and other physics flourishes , but as a TDM feature this is lacking. Probably the biggest issue would be a compatibility/exploit one... killing a guard or two could make things easier, sure, but killing the wrong person with this feature could break existing missions or cause AI to accidentally kill themselves with crates or some shit. Actually I've heard talk about rogue high velocity objects killing AI, including buggy doors, so I think this is already implemented in some unseen way, just not ordinarily exploitable. This thread got long pretty fast, maybe someone else answered this point in greater detail. (U)se the key on the door, if you have one. Players aren't really supposed to have preternatural running capabilties. This is one way in which T1/T2 was unbalanced, you could run and skip away from enemies if you got caught, wait around or go somewhere else and continue on your merry way. TDM encourages sneakery, even if it's not on the "ghosting" level. However movement is already faster when weapons aren't equipped. Finding breakable doors (whatever that exactly entails) in Thief OMs/FMs was a hit or miss process. Mappers could include this kind of thing with scripting, and slashables or tattered doors shouldn't be impossible. Maybe this is a good point to discuss further. Campaign support was added a couple of versions ago, although it hasn't been used too much. Not only is this possible though, but I've been told that a wide range of variables can be passed from mission to mission. With some smart mapping, a well built campaign could have the qualities of a "choose your own adventure". It would be a lot of work though. In short, it exists.
  13. @Siyah: It got pushed off. @Spring: What are the results more final than the players' choice top mods/indies? 1-100 ranking?
  14. Instead of tying no kill/ko to difficulty level you can add them as optional objectives. You could probably even have them as optional on all 3 difficulties but hidden on the first one or two (only show up on mission completion). Success in missions can be very arbitrary or user-defined; playstyles vary, some people try to get all the loot and secrets or don't care, and multiple routes are applauded. So optional objectives is probably the way to go. Especially in the upcoming Crucible campaign.
  15. Mod and source code downloads: http://www.thedarkmod.com/downloads/ Bug Tracker: http://bugs.angua.at/my_view_page.php Wiki - Coding: http://wiki.thedarkm...hp?title=Coding Wiki - Coding in the SDK: http://wiki.thedarkm...ding_in_the_SDK Github - Doom 3: https://github.com/TTimo/doom3.gpl
  16. Merry christmas and a thiefy new year!
  17. We must not allow a RAM gap! Actually, will a RAM patch be rolled in with a 1.08+ executable?
  18. Congrats everybody! Onward to the top 99!
  19. Updater doesn't just detect the doom3 folder and add a directory?
  20. ~8 hours left to vote on ModDB

    1. Show previous comments  6 more
    2. Glyph Seeker

      Glyph Seeker

      Whoa - seriously? I've not kept up with the modding community at large - didn't realise that the Desura thing was like that.

    3. Springheel

      Springheel

      TDM will always be a longshot to win stuff like this. I doubt Thief ever won popularity contests either. We're a niche market, for better or worse.

    4. ungoliant

      ungoliant

      Apparently the ModDB editors are in our niche :D

  21. That's sexy. I'm contacting someone who may be able to crank out some music for this (and all missions).
  22. I think we all knew Radiant Story was going to be neither radiant nor story.
  23. So if you can split up locations into several visportals and not have a direct correlation of 1 area/room to 1 visportal and get a performance boost, what are the drawbacks of having many/small visportals? What changes at the border between portals?
  24. Sixx's girlfriend did more for TDM than NB ever did lul j/k
  25. 1. Standalone version 2. Multiplayer support FYI, these ate two things that so many people seem to want but are also the least likely to happen soon. Ideally, assets can be replaced and efforts by others to create fully standalone Doom 3 can be borrowed. With the code out it's more possible for a coder to develop multiplayer support, but its not considered a priority by the team, and existing missions themselves may be ill suited to support multiplay. Mappers designing for multiplayer from the start would yield better results, like a team bank heist or something, but these would likely take a long time to make.
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