Jump to content
The Dark Mod Forums

LEGION

Member
  • Posts

    982
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by LEGION

  1. That´s good to hear. Should´ve known that before I switched from ATI to Nvidia...
  2. @ ungoliant: There is a lot, really a lot in your list that fits me perfectly. Only Rammstein and the solo stuff (aside from his work with NiN) from Chris Vrenna is missing. Oh and some things from The Cure. (to make it my list) But I have to say that in the last eleven years there was only one artist/band I consistent listened to until now. And that is Marilyn Manson. Especially the last two albums. (though these were the most un-successful) I can tell that Manson does exactly do the music I really love. Don´t know what it is, but nothing else seems to fit me...(I really love his voice, though his live performances ATM are worst ever, sadly)
  3. My Goodness, I didn´t know of that. Terrible, those capitalistic companies...
  4. I´m sorry to ask about this but actually I have a Nvidia card and now I´m curious. What do you mean by this?
  5. That´s good news, isn´t it? Don´t underestimate the power of people...
  6. So, are even the rep aobut -29 set up for this? It has to be...
  7. I feel exactly like Diego. That´s why I thought in the past of a (optional) limitation for saving or loading during the mission. But last night, as I replayed DarkMod after almost two months, I found myself sitting out situations rather than reload and it was fun. (I always avoided this in the past because of the disappearing footsteps-bug after AI´s saw me) I never played Daggerfall but from how you describe it TDM seems to be the next step from this system... The sword/fighting-system in TDM I can´t praise often enough! Really, the difficult-option is working quite well! As I played with the Medium-skill I very often could kill guards with three slashes without hurting myself and now, as I play with the expert-skill it feels damn good. The sword should be a last resort and because of that the actual system is so damn good, because you never feel sure enough to take every guard that crosses your way, I´m very happy with the system! As for the need of a sword: Well as I said, it´s a kind of insurance policy. And it can add greatly to the atmosphere if just seen on the screen. In Thief 1 I always took it out in Cathedral-like missions as I sneaked around, I just felt more secure with it. And I liked to backstab Haunts. And I loved the BlackSword. (especially after the patch from NamelessVoice and some other with an optional new skin for the sword - I very often pushed the Block-key to just look at the sword, this is sth I do still in TDM, I very like to just watch swords) So, the sword is important for me, though I really use it very sparingly. Because of this I would like too more situations there you have to use it to get through sth and so on. Ok, I´m drifting away, but look at this shot: This areas are for me the places the sword was made for. Just to see I have drawn the sword gives me the creeps. In a positive way. (hey, I never used this phrase before)
  8. Äh, did I miss sth.? And what about this flames-stuff? Sth to do wiht getting much hits? And yes, the topic name sounded interesting that is why I´m here. And another question: 'astonishing reputation of -29' Hah, it´s true! Just checked. How did you do this, Aida? And are you female? I already have a girlfriend, so my mind can stand it! And @ Mortem: You can´t hide your relation to this little sect known as Christians.
  9. You or someone really should! There are a lot of beautiful/atmospheric sights in this section I haven´t seen actually in moving frames. Like this one: I really would like to sneak in there. Is this WIP? There is a little chance I have missed this place because I haven´t played all available missions yet, but I don´t think so.
  10. No, Diego! You ruined nothing!! IMO you made one of the best suggestions with the ring-system for the inventory. As I read about the key-discussion I had exactly the same idea! :thumbup: It should be like you said, highlighting with the mouse-movement over the groups, then opening sub-menus. (Something like that had the game 'Undying' for both items and weapons, but without the sub-menus). The group-key-bindings are no solution for people like me with gamepads due to space-reasons(space for keys, and it should be the aim to have less keys as possible you have to use). And the ring-system is so much more fun to use and this way you don´t have the selected item on the screen all the time. Really, I can´t say enough, how much an improvement this would be. It´s not only functional, it really is more fun to use. (for me at least) And it´s better to see more items than one as you 'scroll' through you stuff. All this in real-time, of course. And yes, I too would really love to be able to drop keys as all the stuff you hold. And especially for older/existing missions. Because knowing that I can drop keys in actual, but not in older missions could be a reason for some people to ignore older missions at all. (maybe, but most likely possible I think) And I never dropped something in a location, I couldn´t get back to. As Springheel said, I always want to put things back where I found them in the first place. About opening doors just slightly: Why didn´t anyone mentioned the console-cmd: 'tdm_door_control 1'. With this enabled you can control doors by holding the frob-key and moving the mouse. It´s not working properly with every door, but with most and I was hoping the team is working to perfect this but now I fear this option is abandoned because no one mentioned it? As for dogs: I really would love some more Animals in TDM, especially non-hostile ones! Some friendly/passive AI´s (human and non-human) more would be very nice. But I don´t quite know if I would like the 'return' of steam-beasts. At least they shouldn´t be as 'advanced' as the ones in this TDM-like games called Thief. I mean they should be small, less perfect, maybe not functioning properly simulating their early stage of invention and very rarely set in missions. Yes I know what you´re thinking, aidakeeley. I´m not better than the one that doesn´t like dogs becasue I obviously don´t like steam-powered robots but at least I never would say they doesn´t fit to the universe! But maybe they doesn´t fit at the 'actual' stage of the universe? Just kidding Steam-powered 'things' are ok to me if they aren´t so big/powerful... Dammit, I´ve written so much that I forgot to raise my thumbs for some other suggestions... But as for this Sound-arrow (formerly known as Moss-Arrow, btw, I really loved this joke about pepper-arrows, who was it? Diego, right? Why did you thought you ruined sth? ): I don´t get it. Don´t you have 5.1-sound-output? I never felt the urge for a sound-trap for guards because their footsteps are so loud, they are their own sound-traps themselves. That reminds me of the footfall-issue: Very most of the sounds sound very good and I´m happy with them. But relating to Fidcal´s Alert Test Range this are the ones to be improved: (They´re all fine about alerting the AI, but they all were too loud (according to realism and in this case it´s important because the player is confronted with this most of the time) for both, the player and the AI): Dirt, wood, water and the red brick-stone, sorry, forgot the name. Was one of or the last room. Oh, and now I remember some fresh lemon man asking me about Joysticks and TDM. I meant with Joystick-support the axis´ for my GamePad-Sticks. This is so damn good to have a walking speed related to how strong you hold the stick. (adds more tension too because you´re never in secure creep-mode) Like on the PlayStation. Once you´re used to it you never wanna lose it again. And as you´re used to a GamePad you (at least me) never wanna go back to silly 'Keyboard-Style'. Ok, I won´t say you accidentally press Alt+F4, but with this lot of keys assigned you must sometims press the wrong ones, don´t lie to me!! I see there a real problem while playing in pitch black darkness as I do always whle playing TDM and this other series. That put´s me back to the idea of re-grouping the inventory on-screen instead via new keys you have to assign additionally. Sadly I seem to be the one and only using GamePad so I fear no one will care. Hell, I shouldn´t be gone for so long and still I have a feeling that I forgot sth to mention. I hope that at least the important ones have read until this without forgetting what I talked about at the beginning (the Ring-system!!) Ah, here is one thing that would be really cool: Please re-activate the Next/Prev-Weapon-keys!!
  11. So, tut mir wirklich Leid, dass ich so lange habe nix von mir hören lassen, aber wie heisst es so schön, 'man muss Prioritäten' setzen... Ich habe eben versucht den verborgenen Segen zu erhalten (Wortspiel!!). Aber nach fünf Minuten bemerkte ich, dass ich nicht mehr durch die Waffen durch-schalten kann... Also ich mach´s wie beim Betatesten und 'screenshotte' alles was mir nicht gefällt. Da wird bestimmt viel dabei sein, wo Du eine andere Meinung hast oder meinst, dass sei nicht wichtig, ist ja auch OK. Also lost gehts: (wie gesagt, durch den neuen Bug bin ich quasi nicht über die Menüs hinaus gekommen) - Einleitungstext (Seite 2) #1 - anstatt 'sondern wahnsinnig' hätte ich 'sondern sogar verrückt' geschrieben. Oder ein ganz neuer Satz: 'Könnte gut sein, dass er nicht nur komisch, sondern sogar verrückt ist.' #2 - Anstatt 'Jetzt ist die richtige Zeit gekommen' -> 'Es ist soweit' oder 'Heute Nacht zählt es' -> Mir geht es vor allem darum, dass es sich nicht übersetzt anhört. Nimm Dir ruhig mehr Freiheiten beim Übersetzen. Es muss wirklich nicht Wort für Wort (bzw. die gleiche Nebensatzstruktur) sein. Auch fehlt mir ein wenig die Atmosphäre. Wörter wie 'Ausrüstung' und 'Unternehmung' würde ich lieber als 'Meine Sachen' und 'Meine Arbeit/Job' sehen. Weißt Du was ich meine? - Objective Screen #3 - Anstatt 'Bringe niemanden um' -> 'Töte niemanden' #4 - letztes Objective -> 'Wenn Du fertig bist/(oder:alles erledigt hast), verschwinde über den Weg mit dem Du rein(hinein) gekommen bist. - Loading Screen #5 - Die 'Mission Loading' & 'Mission Loaded. Pease Wait'-Texte sind nicht übersetzt worden. Fortsetzung folgt... PS: Ich hoffe Du arbeitest/beschäftigst Dich noch mit dem Übersetzen und hast nicht die Lust verloren weil ich immer ankündigte 'Heute sehe ich´s mir an' und es dann doch nicht tat...
  12. So what to do with the .patch-file? Or do I have to wait for the next update? For me this is a serious bug because I´m playing with GamePad and have no space for the direct weapon-keys.
  13. I really would appreciate such a wiki about places, timelines and 'events'. But I think it´s too early for such a thing. Because until now we haven´t seen much of Bridgeport (though I still haven´t played all FMs yet) and like Demagogue said, the City is developing right now. But I hope that future missions will even fit into Bridgeport!. In Thief 1/2 I really like the City with it´s districts and was happy to see maps (like the one that showed the talismans) but sadly I saw very few FM´s that fitted into this places. I would really like to 'recognize' places in FM that I saw in others or heard of. Not exactly the same terrain, but different viewpoints. Something like an Big Clock-tower or big Monuments/places that make you feel you are in Bridgeport. I hope we will see/experience such things in future missions. Because that´s something I always missed in most Thief FMs. I hope you know what I mean with this... (it´s 7:30 in the morning and I haven´t slept this night)
  14. Because of Performance problems on some systems Bloom isn´t in the menu on the actual TDM version. But it´s still inside: Open the console and type in: r_bloom 1 That´s it. If you type r_bloom and than press 'TAB' you can see what is there else related to bloom. I just found out myself that 'r_bloom_contrast_mult' affects the intensity of the bloomeffect. I always thought it is a little bit too much so I decreased this value...
  15. I´m sure for this problems there are no solutions right now: - Ambiance/Music disappears after reloading (in some cases not really, but barely hearable, doesn´t happen on every reload it seems, but most of the time in my case) - The Sound Sliders are not working correct (Ambient Slider most of the time isn´t working at all) - AI´s blocking each other (most of the time before half opened doors and sometimes even opening the door by the players hand can´t solve this) - Footfalls by AI´s disappearing after they spotted and followed the player - wrong and too loud Footfalls on some grounds - no Joystick-support (I know, we had this before but I want to make a list here ) - Player gets stuck in very narrow places Hm, I think that´s all. The most 'annoying' ones are for sure the Ambiance-, Blocking-, and Footfall-Bugs. But somehow I can imagine that these things won´t be fixed in the next update. BTW, I just ran the updater yesterday and I got like 56 new files (about 800 MB) for download but never read an announcement for an new update. Is this kind of an internal update? Or are we supposed to just run the updater from time to time because there is always something updated/changed that is not sooo important for an announcement? Then again I think this is the 1.02 version listed in the Bugtracker, don´t remember where I saw it...
  16. It seems 'set r_bloom_contrast_mult' and 'r_lightscale' are helping with this so you don´t have to disable the bloom effect. But be cautious with lightscale because it affects the visibility of the player/LightGem. I made myself an individual AutoExec.cfg for every mission with individual LightScale settings. Good thing that the Autoexec is not copied after uninstalling the mission like the Doomconfig! I hope you guys will never change that! Because this way one can sort out differences in the brightness setting of missions. (f.e. NHAT seems much more bright than 'Living Expenses')
  17. Finally I played this mission the first time tonight and I was quite surprised by the quality. I didn´t suspect so much Fun after NHAT. But it was very good. The way in, the design inside, patrol routes (though a little short, but I have to remember this is a 2 month built mission). It seems this mission is a lot darker than the other missions. Then again, NHAT was very bright for my taste so I played around with 'lightScale' and set it to 1.3. On this mission I changed it back to 2 and I don´t want it brighter, I like it near black in areas where guards can´t see me but this way it´s hard to see the secrets in this mission it seems... I too got stuck by the pillows or what this is on the roof and on the elevator riding up. Thank the Master Builder (John Carmack) for Noclip 1! And as we speak of pillows, these little soft things were missing on all beds I saw. As for the problem with the lantern light in the vent: the wiki tells about the lantern is set on the belt, so shouldn´t be the light coming from this height instead from (out of) the head? So overall this was one of the better missions I played so far (but still there are some left to play for me) and I hope you´ll make an updated version of it with the house wife, more halls with patroling guards and maybe this little cityride home you talked about in the future. Because the atmosphere is this mission was really great! (I played without reloading because of the disappearing music bug, and the ghost objective added even more tension but it was great fun in the end cause I always had to be sure that no one will get in my way)
  18. What values should be edited in what way to get a slightly 'lower' bloom-effect? I don´t understand the other bloom-cvars I found in the console... What is Iteration? Which value defines the brightness of the bloom-effect? Or should I decrease all of them? Is it maybe bad for the performance if I use values like '0.895' instead of '1'?
  19. You speak of Haunts, don´t you, don´t you? Can´t wait to see/hear/feel them in a mission. I really like the Undead if there is a logic explanation for them to be around. (like this strange artifact in this game some people call the inspirational source for the DarkMod) I don´t like them to be part of the world like animals. So, they shouldn´t be overused. Few is more in this case. (I don´t think this is right English but I´m sure you know what I mean) Oh, and I really do like the Undead if they don´t get in my way. I don´t see my character as a kind of a Ghost-, äh Zombiebuster. So, my method for dealing with the Undead is not to deal with them at all. Usually it ends in reloading the last savegame. I really hope that future mappers will provide (spectacular) ways around them. (like in NHAT)
  20. Far as I know it depends on the Doom3 Sourcecode that isn´t released yet. But id software will most likely do this as they release their newest game. This newest game is called 'Rage'. I was just on their official site and as I clicked at the link for Rage´s teaser site I am redirected to the ElderScrolls!? (that is actually a blank page) So, now I am really confused, so confused that I can´t find the confused-smiley...
  21. I´m with you when you say guards should react to a specific number of dozed light-sources. (depends on how much are in the area, some percentage value maybe) But they shouldn´t be alerted, just looking around and tell others to be more aware of something (for a specific amount of time) and they should relight one/two (again specific percentage value of existing light-sources) random (the nearest) light/s. I guess this would be a hell of a script-work! If ever done, I would suggest this to be an Gameplay-Option too, because maybe not all players would like that all the time. And I think it´s very good to let players themselves adjust the Gameplay to their liking to make the game-experience as individual as possible.
  22. Das mit der dritten Person sehe ich so: Der Hausherr duzt seine Angestellten, aber die wiederum siezen ihn. (war das jetzt richtig geschrieben mit duzen und siezen?) Die Mission habe ich immer noch nicht durch, musste ein paar Probleme aussortieren. Aber heute Abend spiele ich das Original und dann deine Übersetzung. (Dafür sogar in HD über meinen TV, das war die Warterei wert, hehe)
  23. Now, that I have solved my loudness-issue I surely will have more fun than the first time!
  24. Guards too quiet? I don´t think so. Sometimes the footfell-sound itself is so loud, but I guess that is a bug. (like on the mud-ground by your old friend in the second NHAT-mission, the wrong ground-sound is played and much louder than the right walk-sounds)
  25. That sounds good! But 3000? My screen has only 1280. (no way using screenshots) I guess I let you do the magic.
×
×
  • Create New...